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/***/ "./node_modules/@pixi/filter-glow/lib/filter-glow.es.js":
/*!**************************************************************!*\
  !*** ./node_modules/@pixi/filter-glow/lib/filter-glow.es.js ***!
  \**************************************************************/
/*! exports provided: GlowFilter */
/***/ (function(module, __webpack_exports__, __webpack_require__) {

"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"GlowFilter\", function() { return GlowFilter; });\n/* harmony import */ var pixi_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! pixi.js */ \"./node_modules/pixi.js/lib/index.js\");\n/* harmony import */ var pixi_js__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(pixi_js__WEBPACK_IMPORTED_MODULE_0__);\n/*!\n * @pixi/filter-glow - v2.5.0\n * Compiled Wed, 10 Jan 2018 17:38:59 UTC\n *\n * @pixi/filter-glow is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nvar vertex=\"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n    vTextureCoord = aTextureCoord;\\n}\",fragment=\"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nuniform float distance;\\nuniform float outerStrength;\\nuniform float innerStrength;\\nuniform vec4 glowColor;\\nuniform vec4 filterArea;\\nuniform vec4 filterClamp;\\nconst float PI = 3.14159265358979323846264;\\n\\nvoid main(void) {\\n    vec2 px = vec2(1.0 / filterArea.x, 1.0 / filterArea.y);\\n    vec4 ownColor = texture2D(uSampler, vTextureCoord);\\n    vec4 curColor;\\n    float totalAlpha = 0.0;\\n    float maxTotalAlpha = 0.0;\\n    float cosAngle;\\n    float sinAngle;\\n    vec2 displaced;\\n    for (float angle = 0.0; angle <= PI * 2.0; angle += %QUALITY_DIST%) {\\n       cosAngle = cos(angle);\\n       sinAngle = sin(angle);\\n       for (float curDistance = 1.0; curDistance <= %DIST%; curDistance++) {\\n           displaced.x = vTextureCoord.x + cosAngle * curDistance * px.x;\\n           displaced.y = vTextureCoord.y + sinAngle * curDistance * px.y;\\n           curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));\\n           totalAlpha += (distance - curDistance) * curColor.a;\\n           maxTotalAlpha += (distance - curDistance);\\n       }\\n    }\\n    maxTotalAlpha = max(maxTotalAlpha, 0.0001);\\n\\n    ownColor.a = max(ownColor.a, 0.0001);\\n    ownColor.rgb = ownColor.rgb / ownColor.a;\\n    float outerGlowAlpha = (totalAlpha / maxTotalAlpha)  * outerStrength * (1. - ownColor.a);\\n    float innerGlowAlpha = ((maxTotalAlpha - totalAlpha) / maxTotalAlpha) * innerStrength * ownColor.a;\\n    float resultAlpha = (ownColor.a + outerGlowAlpha);\\n    gl_FragColor = vec4(mix(mix(ownColor.rgb, glowColor.rgb, innerGlowAlpha / ownColor.a), glowColor.rgb, outerGlowAlpha / resultAlpha) * resultAlpha, resultAlpha);\\n}\\n\",GlowFilter=function(o){function t(t,n,r,e,l){void 0===t&&(t=10),void 0===n&&(n=4),void 0===r&&(r=0),void 0===e&&(e=16777215),void 0===l&&(l=.1),o.call(this,vertex,fragment.replace(/%QUALITY_DIST%/gi,\"\"+(1/l/t).toFixed(7)).replace(/%DIST%/gi,\"\"+t.toFixed(7))),this.uniforms.glowColor=new Float32Array([0,0,0,1]),this.distance=t,this.color=e,this.outerStrength=n,this.innerStrength=r}o&&(t.__proto__=o),t.prototype=Object.create(o&&o.prototype),t.prototype.constructor=t;var n={color:{configurable:!0},distance:{configurable:!0},outerStrength:{configurable:!0},innerStrength:{configurable:!0}};return n.color.get=function(){return pixi_js__WEBPACK_IMPORTED_MODULE_0__[\"utils\"].rgb2hex(this.uniforms.glowColor)},n.color.set=function(o){pixi_js__WEBPACK_IMPORTED_MODULE_0__[\"utils\"].hex2rgb(o,this.uniforms.glowColor)},n.distance.get=function(){return this.uniforms.distance},n.distance.set=function(o){this.uniforms.distance=o},n.outerStrength.get=function(){return this.uniforms.outerStrength},n.outerStrength.set=function(o){this.uniforms.outerStrength=o},n.innerStrength.get=function(){return this.uniforms.innerStrength},n.innerStrength.set=function(o){this.uniforms.innerStrength=o},Object.defineProperties(t.prototype,n),t}(pixi_js__WEBPACK_IMPORTED_MODULE_0__[\"Filter\"]);\n//# sourceMappingURL=filter-glow.es.js.map\n\n\n//# sourceURL=webpack:///./node_modules/@pixi/filter-glow/lib/filter-glow.es.js?");

/***/ }),

/***/ "./node_modules/bit-twiddle/twiddle.js":
/*!*********************************************!*\
  !*** ./node_modules/bit-twiddle/twiddle.js ***!
  \*********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("/**\n * Bit twiddling hacks for JavaScript.\n *\n * Author: Mikola Lysenko\n *\n * Ported from Stanford bit twiddling hack library:\n *    http://graphics.stanford.edu/~seander/bithacks.html\n */\n\n \"use restrict\";\n\n//Number of bits in an integer\nvar INT_BITS = 32;\n\n//Constants\nexports.INT_BITS  = INT_BITS;\nexports.INT_MAX   =  0x7fffffff;\nexports.INT_MIN   = -1<<(INT_BITS-1);\n\n//Returns -1, 0, +1 depending on sign of x\nexports.sign = function(v) {\n  return (v > 0) - (v < 0);\n}\n\n//Computes absolute value of integer\nexports.abs = function(v) {\n  var mask = v >> (INT_BITS-1);\n  return (v ^ mask) - mask;\n}\n\n//Computes minimum of integers x and y\nexports.min = function(x, y) {\n  return y ^ ((x ^ y) & -(x < y));\n}\n\n//Computes maximum of integers x and y\nexports.max = function(x, y) {\n  return x ^ ((x ^ y) & -(x < y));\n}\n\n//Checks if a number is a power of two\nexports.isPow2 = function(v) {\n  return !(v & (v-1)) && (!!v);\n}\n\n//Computes log base 2 of v\nexports.log2 = function(v) {\n  var r, shift;\n  r =     (v > 0xFFFF) << 4; v >>>= r;\n  shift = (v > 0xFF  ) << 3; v >>>= shift; r |= shift;\n  shift = (v > 0xF   ) << 2; v >>>= shift; r |= shift;\n  shift = (v > 0x3   ) << 1; v >>>= shift; r |= shift;\n  return r | (v >> 1);\n}\n\n//Computes log base 10 of v\nexports.log10 = function(v) {\n  return  (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 :\n          (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 :\n          (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0;\n}\n\n//Counts number of bits\nexports.popCount = function(v) {\n  v = v - ((v >>> 1) & 0x55555555);\n  v = (v & 0x33333333) + ((v >>> 2) & 0x33333333);\n  return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24;\n}\n\n//Counts number of trailing zeros\nfunction countTrailingZeros(v) {\n  var c = 32;\n  v &= -v;\n  if (v) c--;\n  if (v & 0x0000FFFF) c -= 16;\n  if (v & 0x00FF00FF) c -= 8;\n  if (v & 0x0F0F0F0F) c -= 4;\n  if (v & 0x33333333) c -= 2;\n  if (v & 0x55555555) c -= 1;\n  return c;\n}\nexports.countTrailingZeros = countTrailingZeros;\n\n//Rounds to next power of 2\nexports.nextPow2 = function(v) {\n  v += v === 0;\n  --v;\n  v |= v >>> 1;\n  v |= v >>> 2;\n  v |= v >>> 4;\n  v |= v >>> 8;\n  v |= v >>> 16;\n  return v + 1;\n}\n\n//Rounds down to previous power of 2\nexports.prevPow2 = function(v) {\n  v |= v >>> 1;\n  v |= v >>> 2;\n  v |= v >>> 4;\n  v |= v >>> 8;\n  v |= v >>> 16;\n  return v - (v>>>1);\n}\n\n//Computes parity of word\nexports.parity = function(v) {\n  v ^= v >>> 16;\n  v ^= v >>> 8;\n  v ^= v >>> 4;\n  v &= 0xf;\n  return (0x6996 >>> v) & 1;\n}\n\nvar REVERSE_TABLE = new Array(256);\n\n(function(tab) {\n  for(var i=0; i<256; ++i) {\n    var v = i, r = i, s = 7;\n    for (v >>>= 1; v; v >>>= 1) {\n      r <<= 1;\n      r |= v & 1;\n      --s;\n    }\n    tab[i] = (r << s) & 0xff;\n  }\n})(REVERSE_TABLE);\n\n//Reverse bits in a 32 bit word\nexports.reverse = function(v) {\n  return  (REVERSE_TABLE[ v         & 0xff] << 24) |\n          (REVERSE_TABLE[(v >>> 8)  & 0xff] << 16) |\n          (REVERSE_TABLE[(v >>> 16) & 0xff] << 8)  |\n           REVERSE_TABLE[(v >>> 24) & 0xff];\n}\n\n//Interleave bits of 2 coordinates with 16 bits.  Useful for fast quadtree codes\nexports.interleave2 = function(x, y) {\n  x &= 0xFFFF;\n  x = (x | (x << 8)) & 0x00FF00FF;\n  x = (x | (x << 4)) & 0x0F0F0F0F;\n  x = (x | (x << 2)) & 0x33333333;\n  x = (x | (x << 1)) & 0x55555555;\n\n  y &= 0xFFFF;\n  y = (y | (y << 8)) & 0x00FF00FF;\n  y = (y | (y << 4)) & 0x0F0F0F0F;\n  y = (y | (y << 2)) & 0x33333333;\n  y = (y | (y << 1)) & 0x55555555;\n\n  return x | (y << 1);\n}\n\n//Extracts the nth interleaved component\nexports.deinterleave2 = function(v, n) {\n  v = (v >>> n) & 0x55555555;\n  v = (v | (v >>> 1))  & 0x33333333;\n  v = (v | (v >>> 2))  & 0x0F0F0F0F;\n  v = (v | (v >>> 4))  & 0x00FF00FF;\n  v = (v | (v >>> 16)) & 0x000FFFF;\n  return (v << 16) >> 16;\n}\n\n\n//Interleave bits of 3 coordinates, each with 10 bits.  Useful for fast octree codes\nexports.interleave3 = function(x, y, z) {\n  x &= 0x3FF;\n  x  = (x | (x<<16)) & 4278190335;\n  x  = (x | (x<<8))  & 251719695;\n  x  = (x | (x<<4))  & 3272356035;\n  x  = (x | (x<<2))  & 1227133513;\n\n  y &= 0x3FF;\n  y  = (y | (y<<16)) & 4278190335;\n  y  = (y | (y<<8))  & 251719695;\n  y  = (y | (y<<4))  & 3272356035;\n  y  = (y | (y<<2))  & 1227133513;\n  x |= (y << 1);\n  \n  z &= 0x3FF;\n  z  = (z | (z<<16)) & 4278190335;\n  z  = (z | (z<<8))  & 251719695;\n  z  = (z | (z<<4))  & 3272356035;\n  z  = (z | (z<<2))  & 1227133513;\n  \n  return x | (z << 2);\n}\n\n//Extracts nth interleaved component of a 3-tuple\nexports.deinterleave3 = function(v, n) {\n  v = (v >>> n)       & 1227133513;\n  v = (v | (v>>>2))   & 3272356035;\n  v = (v | (v>>>4))   & 251719695;\n  v = (v | (v>>>8))   & 4278190335;\n  v = (v | (v>>>16))  & 0x3FF;\n  return (v<<22)>>22;\n}\n\n//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page)\nexports.nextCombination = function(v) {\n  var t = v | (v - 1);\n  return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1));\n}\n\n\n\n//# sourceURL=webpack:///./node_modules/bit-twiddle/twiddle.js?");

/***/ }),

/***/ "./node_modules/earcut/src/earcut.js":
/*!*******************************************!*\
  !*** ./node_modules/earcut/src/earcut.js ***!
  \*******************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n    dim = dim || 2;\n\n    var hasHoles = holeIndices && holeIndices.length,\n        outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n        outerNode = linkedList(data, 0, outerLen, dim, true),\n        triangles = [];\n\n    if (!outerNode) return triangles;\n\n    var minX, minY, maxX, maxY, x, y, invSize;\n\n    if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n    // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n    if (data.length > 80 * dim) {\n        minX = maxX = data[0];\n        minY = maxY = data[1];\n\n        for (var i = dim; i < outerLen; i += dim) {\n            x = data[i];\n            y = data[i + 1];\n            if (x < minX) minX = x;\n            if (y < minY) minY = y;\n            if (x > maxX) maxX = x;\n            if (y > maxY) maxY = y;\n        }\n\n        // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n        invSize = Math.max(maxX - minX, maxY - minY);\n        invSize = invSize !== 0 ? 1 / invSize : 0;\n    }\n\n    earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n\n    return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n    var i, last;\n\n    if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n        for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n    } else {\n        for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n    }\n\n    if (last && equals(last, last.next)) {\n        removeNode(last);\n        last = last.next;\n    }\n\n    return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n    if (!start) return start;\n    if (!end) end = start;\n\n    var p = start,\n        again;\n    do {\n        again = false;\n\n        if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n            removeNode(p);\n            p = end = p.prev;\n            if (p === p.next) break;\n            again = true;\n\n        } else {\n            p = p.next;\n        }\n    } while (again || p !== end);\n\n    return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n    if (!ear) return;\n\n    // interlink polygon nodes in z-order\n    if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n    var stop = ear,\n        prev, next;\n\n    // iterate through ears, slicing them one by one\n    while (ear.prev !== ear.next) {\n        prev = ear.prev;\n        next = ear.next;\n\n        if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n            // cut off the triangle\n            triangles.push(prev.i / dim);\n            triangles.push(ear.i / dim);\n            triangles.push(next.i / dim);\n\n            removeNode(ear);\n\n            // skipping the next vertice leads to less sliver triangles\n            ear = next.next;\n            stop = next.next;\n\n            continue;\n        }\n\n        ear = next;\n\n        // if we looped through the whole remaining polygon and can't find any more ears\n        if (ear === stop) {\n            // try filtering points and slicing again\n            if (!pass) {\n                earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n            // if this didn't work, try curing all small self-intersections locally\n            } else if (pass === 1) {\n                ear = cureLocalIntersections(ear, triangles, dim);\n                earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n            // as a last resort, try splitting the remaining polygon into two\n            } else if (pass === 2) {\n                splitEarcut(ear, triangles, dim, minX, minY, invSize);\n            }\n\n            break;\n        }\n    }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n    var a = ear.prev,\n        b = ear,\n        c = ear.next;\n\n    if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n    // now make sure we don't have other points inside the potential ear\n    var p = ear.next.next;\n\n    while (p !== ear.prev) {\n        if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n            area(p.prev, p, p.next) >= 0) return false;\n        p = p.next;\n    }\n\n    return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n    var a = ear.prev,\n        b = ear,\n        c = ear.next;\n\n    if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n    // triangle bbox; min & max are calculated like this for speed\n    var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n        minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n        maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n        maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n    // z-order range for the current triangle bbox;\n    var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n        maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);\n\n    var p = ear.prevZ,\n        n = ear.nextZ;\n\n    // look for points inside the triangle in both directions\n    while (p && p.z >= minZ && n && n.z <= maxZ) {\n        if (p !== ear.prev && p !== ear.next &&\n            pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n            area(p.prev, p, p.next) >= 0) return false;\n        p = p.prevZ;\n\n        if (n !== ear.prev && n !== ear.next &&\n            pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n            area(n.prev, n, n.next) >= 0) return false;\n        n = n.nextZ;\n    }\n\n    // look for remaining points in decreasing z-order\n    while (p && p.z >= minZ) {\n        if (p !== ear.prev && p !== ear.next &&\n            pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n            area(p.prev, p, p.next) >= 0) return false;\n        p = p.prevZ;\n    }\n\n    // look for remaining points in increasing z-order\n    while (n && n.z <= maxZ) {\n        if (n !== ear.prev && n !== ear.next &&\n            pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n            area(n.prev, n, n.next) >= 0) return false;\n        n = n.nextZ;\n    }\n\n    return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n    var p = start;\n    do {\n        var a = p.prev,\n            b = p.next.next;\n\n        if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n            triangles.push(a.i / dim);\n            triangles.push(p.i / dim);\n            triangles.push(b.i / dim);\n\n            // remove two nodes involved\n            removeNode(p);\n            removeNode(p.next);\n\n            p = start = b;\n        }\n        p = p.next;\n    } while (p !== start);\n\n    return p;\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n    // look for a valid diagonal that divides the polygon into two\n    var a = start;\n    do {\n        var b = a.next.next;\n        while (b !== a.prev) {\n            if (a.i !== b.i && isValidDiagonal(a, b)) {\n                // split the polygon in two by the diagonal\n                var c = splitPolygon(a, b);\n\n                // filter colinear points around the cuts\n                a = filterPoints(a, a.next);\n                c = filterPoints(c, c.next);\n\n                // run earcut on each half\n                earcutLinked(a, triangles, dim, minX, minY, invSize);\n                earcutLinked(c, triangles, dim, minX, minY, invSize);\n                return;\n            }\n            b = b.next;\n        }\n        a = a.next;\n    } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n    var queue = [],\n        i, len, start, end, list;\n\n    for (i = 0, len = holeIndices.length; i < len; i++) {\n        start = holeIndices[i] * dim;\n        end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n        list = linkedList(data, start, end, dim, false);\n        if (list === list.next) list.steiner = true;\n        queue.push(getLeftmost(list));\n    }\n\n    queue.sort(compareX);\n\n    // process holes from left to right\n    for (i = 0; i < queue.length; i++) {\n        eliminateHole(queue[i], outerNode);\n        outerNode = filterPoints(outerNode, outerNode.next);\n    }\n\n    return outerNode;\n}\n\nfunction compareX(a, b) {\n    return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n    outerNode = findHoleBridge(hole, outerNode);\n    if (outerNode) {\n        var b = splitPolygon(outerNode, hole);\n        filterPoints(b, b.next);\n    }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n    var p = outerNode,\n        hx = hole.x,\n        hy = hole.y,\n        qx = -Infinity,\n        m;\n\n    // find a segment intersected by a ray from the hole's leftmost point to the left;\n    // segment's endpoint with lesser x will be potential connection point\n    do {\n        if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n            var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n            if (x <= hx && x > qx) {\n                qx = x;\n                if (x === hx) {\n                    if (hy === p.y) return p;\n                    if (hy === p.next.y) return p.next;\n                }\n                m = p.x < p.next.x ? p : p.next;\n            }\n        }\n        p = p.next;\n    } while (p !== outerNode);\n\n    if (!m) return null;\n\n    if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint\n\n    // look for points inside the triangle of hole point, segment intersection and endpoint;\n    // if there are no points found, we have a valid connection;\n    // otherwise choose the point of the minimum angle with the ray as connection point\n\n    var stop = m,\n        mx = m.x,\n        my = m.y,\n        tanMin = Infinity,\n        tan;\n\n    p = m.next;\n\n    while (p !== stop) {\n        if (hx >= p.x && p.x >= mx && hx !== p.x &&\n                pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n            tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n            if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {\n                m = p;\n                tanMin = tan;\n            }\n        }\n\n        p = p.next;\n    }\n\n    return m;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n    var p = start;\n    do {\n        if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n        p.prevZ = p.prev;\n        p.nextZ = p.next;\n        p = p.next;\n    } while (p !== start);\n\n    p.prevZ.nextZ = null;\n    p.prevZ = null;\n\n    sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n    var i, p, q, e, tail, numMerges, pSize, qSize,\n        inSize = 1;\n\n    do {\n        p = list;\n        list = null;\n        tail = null;\n        numMerges = 0;\n\n        while (p) {\n            numMerges++;\n            q = p;\n            pSize = 0;\n            for (i = 0; i < inSize; i++) {\n                pSize++;\n                q = q.nextZ;\n                if (!q) break;\n            }\n            qSize = inSize;\n\n            while (pSize > 0 || (qSize > 0 && q)) {\n\n                if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n                    e = p;\n                    p = p.nextZ;\n                    pSize--;\n                } else {\n                    e = q;\n                    q = q.nextZ;\n                    qSize--;\n                }\n\n                if (tail) tail.nextZ = e;\n                else list = e;\n\n                e.prevZ = tail;\n                tail = e;\n            }\n\n            p = q;\n        }\n\n        tail.nextZ = null;\n        inSize *= 2;\n\n    } while (numMerges > 1);\n\n    return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n    // coords are transformed into non-negative 15-bit integer range\n    x = 32767 * (x - minX) * invSize;\n    y = 32767 * (y - minY) * invSize;\n\n    x = (x | (x << 8)) & 0x00FF00FF;\n    x = (x | (x << 4)) & 0x0F0F0F0F;\n    x = (x | (x << 2)) & 0x33333333;\n    x = (x | (x << 1)) & 0x55555555;\n\n    y = (y | (y << 8)) & 0x00FF00FF;\n    y = (y | (y << 4)) & 0x0F0F0F0F;\n    y = (y | (y << 2)) & 0x33333333;\n    y = (y | (y << 1)) & 0x55555555;\n\n    return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n    var p = start,\n        leftmost = start;\n    do {\n        if (p.x < leftmost.x) leftmost = p;\n        p = p.next;\n    } while (p !== start);\n\n    return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n    return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n           (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n           (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n    return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) &&\n           locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n    return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n    return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n    if ((equals(p1, q1) && equals(p2, q2)) ||\n        (equals(p1, q2) && equals(p2, q1))) return true;\n    return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&\n           area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n    var p = a;\n    do {\n        if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n                intersects(p, p.next, a, b)) return true;\n        p = p.next;\n    } while (p !== a);\n\n    return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n    return area(a.prev, a, a.next) < 0 ?\n        area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n        area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n    var p = a,\n        inside = false,\n        px = (a.x + b.x) / 2,\n        py = (a.y + b.y) / 2;\n    do {\n        if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n                (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n            inside = !inside;\n        p = p.next;\n    } while (p !== a);\n\n    return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n    var a2 = new Node(a.i, a.x, a.y),\n        b2 = new Node(b.i, b.x, b.y),\n        an = a.next,\n        bp = b.prev;\n\n    a.next = b;\n    b.prev = a;\n\n    a2.next = an;\n    an.prev = a2;\n\n    b2.next = a2;\n    a2.prev = b2;\n\n    bp.next = b2;\n    b2.prev = bp;\n\n    return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n    var p = new Node(i, x, y);\n\n    if (!last) {\n        p.prev = p;\n        p.next = p;\n\n    } else {\n        p.next = last.next;\n        p.prev = last;\n        last.next.prev = p;\n        last.next = p;\n    }\n    return p;\n}\n\nfunction removeNode(p) {\n    p.next.prev = p.prev;\n    p.prev.next = p.next;\n\n    if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n    if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n    // vertice index in coordinates array\n    this.i = i;\n\n    // vertex coordinates\n    this.x = x;\n    this.y = y;\n\n    // previous and next vertice nodes in a polygon ring\n    this.prev = null;\n    this.next = null;\n\n    // z-order curve value\n    this.z = null;\n\n    // previous and next nodes in z-order\n    this.prevZ = null;\n    this.nextZ = null;\n\n    // indicates whether this is a steiner point\n    this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n    var hasHoles = holeIndices && holeIndices.length;\n    var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n    var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n    if (hasHoles) {\n        for (var i = 0, len = holeIndices.length; i < len; i++) {\n            var start = holeIndices[i] * dim;\n            var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n            polygonArea -= Math.abs(signedArea(data, start, end, dim));\n        }\n    }\n\n    var trianglesArea = 0;\n    for (i = 0; i < triangles.length; i += 3) {\n        var a = triangles[i] * dim;\n        var b = triangles[i + 1] * dim;\n        var c = triangles[i + 2] * dim;\n        trianglesArea += Math.abs(\n            (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n            (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n    }\n\n    return polygonArea === 0 && trianglesArea === 0 ? 0 :\n        Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n    var sum = 0;\n    for (var i = start, j = end - dim; i < end; i += dim) {\n        sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n        j = i;\n    }\n    return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n    var dim = data[0][0].length,\n        result = {vertices: [], holes: [], dimensions: dim},\n        holeIndex = 0;\n\n    for (var i = 0; i < data.length; i++) {\n        for (var j = 0; j < data[i].length; j++) {\n            for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n        }\n        if (i > 0) {\n            holeIndex += data[i - 1].length;\n            result.holes.push(holeIndex);\n        }\n    }\n    return result;\n};\n\n\n//# sourceURL=webpack:///./node_modules/earcut/src/earcut.js?");

/***/ }),

/***/ "./node_modules/eventemitter3/index.js":
/*!*********************************************!*\
  !*** ./node_modules/eventemitter3/index.js ***!
  \*********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nvar has = Object.prototype.hasOwnProperty\n  , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @api private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n  Events.prototype = Object.create(null);\n\n  //\n  // This hack is needed because the `__proto__` property is still inherited in\n  // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n  //\n  if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {Mixed} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @api private\n */\nfunction EE(fn, context, once) {\n  this.fn = fn;\n  this.context = context;\n  this.once = once || false;\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @api public\n */\nfunction EventEmitter() {\n  this._events = new Events();\n  this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @api public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n  var names = []\n    , events\n    , name;\n\n  if (this._eventsCount === 0) return names;\n\n  for (name in (events = this._events)) {\n    if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n  }\n\n  if (Object.getOwnPropertySymbols) {\n    return names.concat(Object.getOwnPropertySymbols(events));\n  }\n\n  return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {String|Symbol} event The event name.\n * @param {Boolean} exists Only check if there are listeners.\n * @returns {Array|Boolean}\n * @api public\n */\nEventEmitter.prototype.listeners = function listeners(event, exists) {\n  var evt = prefix ? prefix + event : event\n    , available = this._events[evt];\n\n  if (exists) return !!available;\n  if (!available) return [];\n  if (available.fn) return [available.fn];\n\n  for (var i = 0, l = available.length, ee = new Array(l); i < l; i++) {\n    ee[i] = available[i].fn;\n  }\n\n  return ee;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {String|Symbol} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @api public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n  var evt = prefix ? prefix + event : event;\n\n  if (!this._events[evt]) return false;\n\n  var listeners = this._events[evt]\n    , len = arguments.length\n    , args\n    , i;\n\n  if (listeners.fn) {\n    if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n    switch (len) {\n      case 1: return listeners.fn.call(listeners.context), true;\n      case 2: return listeners.fn.call(listeners.context, a1), true;\n      case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n      case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n      case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n      case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n    }\n\n    for (i = 1, args = new Array(len -1); i < len; i++) {\n      args[i - 1] = arguments[i];\n    }\n\n    listeners.fn.apply(listeners.context, args);\n  } else {\n    var length = listeners.length\n      , j;\n\n    for (i = 0; i < length; i++) {\n      if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n      switch (len) {\n        case 1: listeners[i].fn.call(listeners[i].context); break;\n        case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n        case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n        case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n        default:\n          if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n            args[j - 1] = arguments[j];\n          }\n\n          listeners[i].fn.apply(listeners[i].context, args);\n      }\n    }\n  }\n\n  return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {String|Symbol} event The event name.\n * @param {Function} fn The listener function.\n * @param {Mixed} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @api public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n  var listener = new EE(fn, context || this)\n    , evt = prefix ? prefix + event : event;\n\n  if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++;\n  else if (!this._events[evt].fn) this._events[evt].push(listener);\n  else this._events[evt] = [this._events[evt], listener];\n\n  return this;\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {String|Symbol} event The event name.\n * @param {Function} fn The listener function.\n * @param {Mixed} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @api public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n  var listener = new EE(fn, context || this, true)\n    , evt = prefix ? prefix + event : event;\n\n  if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++;\n  else if (!this._events[evt].fn) this._events[evt].push(listener);\n  else this._events[evt] = [this._events[evt], listener];\n\n  return this;\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {String|Symbol} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {Mixed} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @api public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n  var evt = prefix ? prefix + event : event;\n\n  if (!this._events[evt]) return this;\n  if (!fn) {\n    if (--this._eventsCount === 0) this._events = new Events();\n    else delete this._events[evt];\n    return this;\n  }\n\n  var listeners = this._events[evt];\n\n  if (listeners.fn) {\n    if (\n         listeners.fn === fn\n      && (!once || listeners.once)\n      && (!context || listeners.context === context)\n    ) {\n      if (--this._eventsCount === 0) this._events = new Events();\n      else delete this._events[evt];\n    }\n  } else {\n    for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n      if (\n           listeners[i].fn !== fn\n        || (once && !listeners[i].once)\n        || (context && listeners[i].context !== context)\n      ) {\n        events.push(listeners[i]);\n      }\n    }\n\n    //\n    // Reset the array, or remove it completely if we have no more listeners.\n    //\n    if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n    else if (--this._eventsCount === 0) this._events = new Events();\n    else delete this._events[evt];\n  }\n\n  return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {String|Symbol} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @api public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n  var evt;\n\n  if (event) {\n    evt = prefix ? prefix + event : event;\n    if (this._events[evt]) {\n      if (--this._eventsCount === 0) this._events = new Events();\n      else delete this._events[evt];\n    }\n  } else {\n    this._events = new Events();\n    this._eventsCount = 0;\n  }\n\n  return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// This function doesn't apply anymore.\n//\nEventEmitter.prototype.setMaxListeners = function setMaxListeners() {\n  return this;\n};\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif (true) {\n  module.exports = EventEmitter;\n}\n\n\n//# sourceURL=webpack:///./node_modules/eventemitter3/index.js?");

/***/ }),

/***/ "./node_modules/ismobilejs/isMobile.js":
/*!*********************************************!*\
  !*** ./node_modules/ismobilejs/isMobile.js ***!
  \*********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("var __WEBPACK_AMD_DEFINE_FACTORY__, __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;/**\n * isMobile.js v0.4.1\n *\n * A simple library to detect Apple phones and tablets,\n * Android phones and tablets, other mobile devices (like blackberry, mini-opera and windows phone),\n * and any kind of seven inch device, via user agent sniffing.\n *\n * @author: Kai Mallea (kmallea@gmail.com)\n *\n * @license: http://creativecommons.org/publicdomain/zero/1.0/\n */\n(function (global) {\n\n    var apple_phone         = /iPhone/i,\n        apple_ipod          = /iPod/i,\n        apple_tablet        = /iPad/i,\n        android_phone       = /(?=.*\\bAndroid\\b)(?=.*\\bMobile\\b)/i, // Match 'Android' AND 'Mobile'\n        android_tablet      = /Android/i,\n        amazon_phone        = /(?=.*\\bAndroid\\b)(?=.*\\bSD4930UR\\b)/i,\n        amazon_tablet       = /(?=.*\\bAndroid\\b)(?=.*\\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\\b)/i,\n        windows_phone       = /Windows Phone/i,\n        windows_tablet      = /(?=.*\\bWindows\\b)(?=.*\\bARM\\b)/i, // Match 'Windows' AND 'ARM'\n        other_blackberry    = /BlackBerry/i,\n        other_blackberry_10 = /BB10/i,\n        other_opera         = /Opera Mini/i,\n        other_chrome        = /(CriOS|Chrome)(?=.*\\bMobile\\b)/i,\n        other_firefox       = /(?=.*\\bFirefox\\b)(?=.*\\bMobile\\b)/i, // Match 'Firefox' AND 'Mobile'\n        seven_inch = new RegExp(\n            '(?:' +         // Non-capturing group\n\n            'Nexus 7' +     // Nexus 7\n\n            '|' +           // OR\n\n            'BNTV250' +     // B&N Nook Tablet 7 inch\n\n            '|' +           // OR\n\n            'Kindle Fire' + // Kindle Fire\n\n            '|' +           // OR\n\n            'Silk' +        // Kindle Fire, Silk Accelerated\n\n            '|' +           // OR\n\n            'GT-P1000' +    // Galaxy Tab 7 inch\n\n            ')',            // End non-capturing group\n\n            'i');           // Case-insensitive matching\n\n    var match = function(regex, userAgent) {\n        return regex.test(userAgent);\n    };\n\n    var IsMobileClass = function(userAgent) {\n        var ua = userAgent || navigator.userAgent;\n\n        // Facebook mobile app's integrated browser adds a bunch of strings that\n        // match everything. Strip it out if it exists.\n        var tmp = ua.split('[FBAN');\n        if (typeof tmp[1] !== 'undefined') {\n            ua = tmp[0];\n        }\n\n        // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n        // iPhone\" string. Same probable happens on other tablet platforms.\n        // This will confuse detection so strip it out if it exists.\n        tmp = ua.split('Twitter');\n        if (typeof tmp[1] !== 'undefined') {\n            ua = tmp[0];\n        }\n\n        this.apple = {\n            phone:  match(apple_phone, ua),\n            ipod:   match(apple_ipod, ua),\n            tablet: !match(apple_phone, ua) && match(apple_tablet, ua),\n            device: match(apple_phone, ua) || match(apple_ipod, ua) || match(apple_tablet, ua)\n        };\n        this.amazon = {\n            phone:  match(amazon_phone, ua),\n            tablet: !match(amazon_phone, ua) && match(amazon_tablet, ua),\n            device: match(amazon_phone, ua) || match(amazon_tablet, ua)\n        };\n        this.android = {\n            phone:  match(amazon_phone, ua) || match(android_phone, ua),\n            tablet: !match(amazon_phone, ua) && !match(android_phone, ua) && (match(amazon_tablet, ua) || match(android_tablet, ua)),\n            device: match(amazon_phone, ua) || match(amazon_tablet, ua) || match(android_phone, ua) || match(android_tablet, ua)\n        };\n        this.windows = {\n            phone:  match(windows_phone, ua),\n            tablet: match(windows_tablet, ua),\n            device: match(windows_phone, ua) || match(windows_tablet, ua)\n        };\n        this.other = {\n            blackberry:   match(other_blackberry, ua),\n            blackberry10: match(other_blackberry_10, ua),\n            opera:        match(other_opera, ua),\n            firefox:      match(other_firefox, ua),\n            chrome:       match(other_chrome, ua),\n            device:       match(other_blackberry, ua) || match(other_blackberry_10, ua) || match(other_opera, ua) || match(other_firefox, ua) || match(other_chrome, ua)\n        };\n        this.seven_inch = match(seven_inch, ua);\n        this.any = this.apple.device || this.android.device || this.windows.device || this.other.device || this.seven_inch;\n\n        // excludes 'other' devices and ipods, targeting touchscreen phones\n        this.phone = this.apple.phone || this.android.phone || this.windows.phone;\n\n        // excludes 7 inch devices, classifying as phone or tablet is left to the user\n        this.tablet = this.apple.tablet || this.android.tablet || this.windows.tablet;\n\n        if (typeof window === 'undefined') {\n            return this;\n        }\n    };\n\n    var instantiate = function() {\n        var IM = new IsMobileClass();\n        IM.Class = IsMobileClass;\n        return IM;\n    };\n\n    if (typeof module !== 'undefined' && module.exports && typeof window === 'undefined') {\n        //node\n        module.exports = IsMobileClass;\n    } else if (typeof module !== 'undefined' && module.exports && typeof window !== 'undefined') {\n        //browserify\n        module.exports = instantiate();\n    } else if (true) {\n        //AMD\n        !(__WEBPACK_AMD_DEFINE_ARRAY__ = [], __WEBPACK_AMD_DEFINE_FACTORY__ = (global.isMobile = instantiate()),\n\t\t\t\t__WEBPACK_AMD_DEFINE_RESULT__ = (typeof __WEBPACK_AMD_DEFINE_FACTORY__ === 'function' ?\n\t\t\t\t(__WEBPACK_AMD_DEFINE_FACTORY__.apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__)) : __WEBPACK_AMD_DEFINE_FACTORY__),\n\t\t\t\t__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));\n    } else {}\n\n})(this);\n\n\n//# sourceURL=webpack:///./node_modules/ismobilejs/isMobile.js?");

/***/ }),

/***/ "./node_modules/jquery/dist/jquery.js":
/*!********************************************!*\
  !*** ./node_modules/jquery/dist/jquery.js ***!
  \********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;/*!\n * jQuery JavaScript Library v3.3.1\n * https://jquery.com/\n *\n * Includes Sizzle.js\n * https://sizzlejs.com/\n *\n * Copyright JS Foundation and other contributors\n * Released under the MIT license\n * https://jquery.org/license\n *\n * Date: 2018-01-20T17:24Z\n */\n( function( global, factory ) {\n\n\t\"use strict\";\n\n\tif ( typeof module === \"object\" && typeof module.exports === \"object\" ) {\n\n\t\t// For CommonJS and CommonJS-like environments where a proper `window`\n\t\t// is present, execute the factory and get jQuery.\n\t\t// For environments that do not have a `window` with a `document`\n\t\t// (such as Node.js), expose a factory as module.exports.\n\t\t// This accentuates the need for the creation of a real `window`.\n\t\t// e.g. var jQuery = require(\"jquery\")(window);\n\t\t// See ticket #14549 for more info.\n\t\tmodule.exports = global.document ?\n\t\t\tfactory( global, true ) :\n\t\t\tfunction( w ) {\n\t\t\t\tif ( !w.document ) {\n\t\t\t\t\tthrow new Error( \"jQuery requires a window with a document\" );\n\t\t\t\t}\n\t\t\t\treturn factory( w );\n\t\t\t};\n\t} else {\n\t\tfactory( global );\n\t}\n\n// Pass this if window is not defined yet\n} )( typeof window !== \"undefined\" ? window : this, function( window, noGlobal ) {\n\n// Edge <= 12 - 13+, Firefox <=18 - 45+, IE 10 - 11, Safari 5.1 - 9+, iOS 6 - 9.1\n// throw exceptions when non-strict code (e.g., ASP.NET 4.5) accesses strict mode\n// arguments.callee.caller (trac-13335). But as of jQuery 3.0 (2016), strict mode should be common\n// enough that all such attempts are guarded in a try block.\n\"use strict\";\n\nvar arr = [];\n\nvar document = window.document;\n\nvar getProto = Object.getPrototypeOf;\n\nvar slice = arr.slice;\n\nvar concat = arr.concat;\n\nvar push = arr.push;\n\nvar indexOf = arr.indexOf;\n\nvar class2type = {};\n\nvar toString = class2type.toString;\n\nvar hasOwn = class2type.hasOwnProperty;\n\nvar fnToString = hasOwn.toString;\n\nvar ObjectFunctionString = fnToString.call( Object );\n\nvar support = {};\n\nvar isFunction = function isFunction( obj ) {\n\n      // Support: Chrome <=57, Firefox <=52\n      // In some browsers, typeof returns \"function\" for HTML <object> elements\n      // (i.e., `typeof document.createElement( \"object\" ) === \"function\"`).\n      // We don't want to classify *any* DOM node as a function.\n      return typeof obj === \"function\" && typeof obj.nodeType !== \"number\";\n  };\n\n\nvar isWindow = function isWindow( obj ) {\n\t\treturn obj != null && obj === obj.window;\n\t};\n\n\n\n\n\tvar preservedScriptAttributes = {\n\t\ttype: true,\n\t\tsrc: true,\n\t\tnoModule: true\n\t};\n\n\tfunction DOMEval( code, doc, node ) {\n\t\tdoc = doc || document;\n\n\t\tvar i,\n\t\t\tscript = doc.createElement( \"script\" );\n\n\t\tscript.text = code;\n\t\tif ( node ) {\n\t\t\tfor ( i in preservedScriptAttributes ) {\n\t\t\t\tif ( node[ i ] ) {\n\t\t\t\t\tscript[ i ] = node[ i ];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tdoc.head.appendChild( script ).parentNode.removeChild( script );\n\t}\n\n\nfunction toType( obj ) {\n\tif ( obj == null ) {\n\t\treturn obj + \"\";\n\t}\n\n\t// Support: Android <=2.3 only (functionish RegExp)\n\treturn typeof obj === \"object\" || typeof obj === \"function\" ?\n\t\tclass2type[ toString.call( obj ) ] || \"object\" :\n\t\ttypeof obj;\n}\n/* global Symbol */\n// Defining this global in .eslintrc.json would create a danger of using the global\n// unguarded in another place, it seems safer to define global only for this module\n\n\n\nvar\n\tversion = \"3.3.1\",\n\n\t// Define a local copy of jQuery\n\tjQuery = function( selector, context ) {\n\n\t\t// The jQuery object is actually just the init constructor 'enhanced'\n\t\t// Need init if jQuery is called (just allow error to be thrown if not included)\n\t\treturn new jQuery.fn.init( selector, context );\n\t},\n\n\t// Support: Android <=4.0 only\n\t// Make sure we trim BOM and NBSP\n\trtrim = /^[\\s\\uFEFF\\xA0]+|[\\s\\uFEFF\\xA0]+$/g;\n\njQuery.fn = jQuery.prototype = {\n\n\t// The current version of jQuery being used\n\tjquery: version,\n\n\tconstructor: jQuery,\n\n\t// The default length of a jQuery object is 0\n\tlength: 0,\n\n\ttoArray: function() {\n\t\treturn slice.call( this );\n\t},\n\n\t// Get the Nth element in the matched element set OR\n\t// Get the whole matched element set as a clean array\n\tget: function( num ) {\n\n\t\t// Return all the elements in a clean array\n\t\tif ( num == null ) {\n\t\t\treturn slice.call( this );\n\t\t}\n\n\t\t// Return just the one element from the set\n\t\treturn num < 0 ? this[ num + this.length ] : this[ num ];\n\t},\n\n\t// Take an array of elements and push it onto the stack\n\t// (returning the new matched element set)\n\tpushStack: function( elems ) {\n\n\t\t// Build a new jQuery matched element set\n\t\tvar ret = jQuery.merge( this.constructor(), elems );\n\n\t\t// Add the old object onto the stack (as a reference)\n\t\tret.prevObject = this;\n\n\t\t// Return the newly-formed element set\n\t\treturn ret;\n\t},\n\n\t// Execute a callback for every element in the matched set.\n\teach: function( callback ) {\n\t\treturn jQuery.each( this, callback );\n\t},\n\n\tmap: function( callback ) {\n\t\treturn this.pushStack( jQuery.map( this, function( elem, i ) {\n\t\t\treturn callback.call( elem, i, elem );\n\t\t} ) );\n\t},\n\n\tslice: function() {\n\t\treturn this.pushStack( slice.apply( this, arguments ) );\n\t},\n\n\tfirst: function() {\n\t\treturn this.eq( 0 );\n\t},\n\n\tlast: function() {\n\t\treturn this.eq( -1 );\n\t},\n\n\teq: function( i ) {\n\t\tvar len = this.length,\n\t\t\tj = +i + ( i < 0 ? len : 0 );\n\t\treturn this.pushStack( j >= 0 && j < len ? [ this[ j ] ] : [] );\n\t},\n\n\tend: function() {\n\t\treturn this.prevObject || this.constructor();\n\t},\n\n\t// For internal use only.\n\t// Behaves like an Array's method, not like a jQuery method.\n\tpush: push,\n\tsort: arr.sort,\n\tsplice: arr.splice\n};\n\njQuery.extend = jQuery.fn.extend = function() {\n\tvar options, name, src, copy, copyIsArray, clone,\n\t\ttarget = arguments[ 0 ] || {},\n\t\ti = 1,\n\t\tlength = arguments.length,\n\t\tdeep = false;\n\n\t// Handle a deep copy situation\n\tif ( typeof target === \"boolean\" ) {\n\t\tdeep = target;\n\n\t\t// Skip the boolean and the target\n\t\ttarget = arguments[ i ] || {};\n\t\ti++;\n\t}\n\n\t// Handle case when target is a string or something (possible in deep copy)\n\tif ( typeof target !== \"object\" && !isFunction( target ) ) {\n\t\ttarget = {};\n\t}\n\n\t// Extend jQuery itself if only one argument is passed\n\tif ( i === length ) {\n\t\ttarget = this;\n\t\ti--;\n\t}\n\n\tfor ( ; i < length; i++ ) {\n\n\t\t// Only deal with non-null/undefined values\n\t\tif ( ( options = arguments[ i ] ) != null ) {\n\n\t\t\t// Extend the base object\n\t\t\tfor ( name in options ) {\n\t\t\t\tsrc = target[ name ];\n\t\t\t\tcopy = options[ name ];\n\n\t\t\t\t// Prevent never-ending loop\n\t\t\t\tif ( target === copy ) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t// Recurse if we're merging plain objects or arrays\n\t\t\t\tif ( deep && copy && ( jQuery.isPlainObject( copy ) ||\n\t\t\t\t\t( copyIsArray = Array.isArray( copy ) ) ) ) {\n\n\t\t\t\t\tif ( copyIsArray ) {\n\t\t\t\t\t\tcopyIsArray = false;\n\t\t\t\t\t\tclone = src && Array.isArray( src ) ? src : [];\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tclone = src && jQuery.isPlainObject( src ) ? src : {};\n\t\t\t\t\t}\n\n\t\t\t\t\t// Never move original objects, clone them\n\t\t\t\t\ttarget[ name ] = jQuery.extend( deep, clone, copy );\n\n\t\t\t\t// Don't bring in undefined values\n\t\t\t\t} else if ( copy !== undefined ) {\n\t\t\t\t\ttarget[ name ] = copy;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// Return the modified object\n\treturn target;\n};\n\njQuery.extend( {\n\n\t// Unique for each copy of jQuery on the page\n\texpando: \"jQuery\" + ( version + Math.random() ).replace( /\\D/g, \"\" ),\n\n\t// Assume jQuery is ready without the ready module\n\tisReady: true,\n\n\terror: function( msg ) {\n\t\tthrow new Error( msg );\n\t},\n\n\tnoop: function() {},\n\n\tisPlainObject: function( obj ) {\n\t\tvar proto, Ctor;\n\n\t\t// Detect obvious negatives\n\t\t// Use toString instead of jQuery.type to catch host objects\n\t\tif ( !obj || toString.call( obj ) !== \"[object Object]\" ) {\n\t\t\treturn false;\n\t\t}\n\n\t\tproto = getProto( obj );\n\n\t\t// Objects with no prototype (e.g., `Object.create( null )`) are plain\n\t\tif ( !proto ) {\n\t\t\treturn true;\n\t\t}\n\n\t\t// Objects with prototype are plain iff they were constructed by a global Object function\n\t\tCtor = hasOwn.call( proto, \"constructor\" ) && proto.constructor;\n\t\treturn typeof Ctor === \"function\" && fnToString.call( Ctor ) === ObjectFunctionString;\n\t},\n\n\tisEmptyObject: function( obj ) {\n\n\t\t/* eslint-disable no-unused-vars */\n\t\t// See https://github.com/eslint/eslint/issues/6125\n\t\tvar name;\n\n\t\tfor ( name in obj ) {\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t},\n\n\t// Evaluates a script in a global context\n\tglobalEval: function( code ) {\n\t\tDOMEval( code );\n\t},\n\n\teach: function( obj, callback ) {\n\t\tvar length, i = 0;\n\n\t\tif ( isArrayLike( obj ) ) {\n\t\t\tlength = obj.length;\n\t\t\tfor ( ; i < length; i++ ) {\n\t\t\t\tif ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tfor ( i in obj ) {\n\t\t\t\tif ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn obj;\n\t},\n\n\t// Support: Android <=4.0 only\n\ttrim: function( text ) {\n\t\treturn text == null ?\n\t\t\t\"\" :\n\t\t\t( text + \"\" ).replace( rtrim, \"\" );\n\t},\n\n\t// results is for internal usage only\n\tmakeArray: function( arr, results ) {\n\t\tvar ret = results || [];\n\n\t\tif ( arr != null ) {\n\t\t\tif ( isArrayLike( Object( arr ) ) ) {\n\t\t\t\tjQuery.merge( ret,\n\t\t\t\t\ttypeof arr === \"string\" ?\n\t\t\t\t\t[ arr ] : arr\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tpush.call( ret, arr );\n\t\t\t}\n\t\t}\n\n\t\treturn ret;\n\t},\n\n\tinArray: function( elem, arr, i ) {\n\t\treturn arr == null ? -1 : indexOf.call( arr, elem, i );\n\t},\n\n\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t// push.apply(_, arraylike) throws on ancient WebKit\n\tmerge: function( first, second ) {\n\t\tvar len = +second.length,\n\t\t\tj = 0,\n\t\t\ti = first.length;\n\n\t\tfor ( ; j < len; j++ ) {\n\t\t\tfirst[ i++ ] = second[ j ];\n\t\t}\n\n\t\tfirst.length = i;\n\n\t\treturn first;\n\t},\n\n\tgrep: function( elems, callback, invert ) {\n\t\tvar callbackInverse,\n\t\t\tmatches = [],\n\t\t\ti = 0,\n\t\t\tlength = elems.length,\n\t\t\tcallbackExpect = !invert;\n\n\t\t// Go through the array, only saving the items\n\t\t// that pass the validator function\n\t\tfor ( ; i < length; i++ ) {\n\t\t\tcallbackInverse = !callback( elems[ i ], i );\n\t\t\tif ( callbackInverse !== callbackExpect ) {\n\t\t\t\tmatches.push( elems[ i ] );\n\t\t\t}\n\t\t}\n\n\t\treturn matches;\n\t},\n\n\t// arg is for internal usage only\n\tmap: function( elems, callback, arg ) {\n\t\tvar length, value,\n\t\t\ti = 0,\n\t\t\tret = [];\n\n\t\t// Go through the array, translating each of the items to their new values\n\t\tif ( isArrayLike( elems ) ) {\n\t\t\tlength = elems.length;\n\t\t\tfor ( ; i < length; i++ ) {\n\t\t\t\tvalue = callback( elems[ i ], i, arg );\n\n\t\t\t\tif ( value != null ) {\n\t\t\t\t\tret.push( value );\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Go through every key on the object,\n\t\t} else {\n\t\t\tfor ( i in elems ) {\n\t\t\t\tvalue = callback( elems[ i ], i, arg );\n\n\t\t\t\tif ( value != null ) {\n\t\t\t\t\tret.push( value );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Flatten any nested arrays\n\t\treturn concat.apply( [], ret );\n\t},\n\n\t// A global GUID counter for objects\n\tguid: 1,\n\n\t// jQuery.support is not used in Core but other projects attach their\n\t// properties to it so it needs to exist.\n\tsupport: support\n} );\n\nif ( typeof Symbol === \"function\" ) {\n\tjQuery.fn[ Symbol.iterator ] = arr[ Symbol.iterator ];\n}\n\n// Populate the class2type map\njQuery.each( \"Boolean Number String Function Array Date RegExp Object Error Symbol\".split( \" \" ),\nfunction( i, name ) {\n\tclass2type[ \"[object \" + name + \"]\" ] = name.toLowerCase();\n} );\n\nfunction isArrayLike( obj ) {\n\n\t// Support: real iOS 8.2 only (not reproducible in simulator)\n\t// `in` check used to prevent JIT error (gh-2145)\n\t// hasOwn isn't used here due to false negatives\n\t// regarding Nodelist length in IE\n\tvar length = !!obj && \"length\" in obj && obj.length,\n\t\ttype = toType( obj );\n\n\tif ( isFunction( obj ) || isWindow( obj ) ) {\n\t\treturn false;\n\t}\n\n\treturn type === \"array\" || length === 0 ||\n\t\ttypeof length === \"number\" && length > 0 && ( length - 1 ) in obj;\n}\nvar Sizzle =\n/*!\n * Sizzle CSS Selector Engine v2.3.3\n * https://sizzlejs.com/\n *\n * Copyright jQuery Foundation and other contributors\n * Released under the MIT license\n * http://jquery.org/license\n *\n * Date: 2016-08-08\n */\n(function( window ) {\n\nvar i,\n\tsupport,\n\tExpr,\n\tgetText,\n\tisXML,\n\ttokenize,\n\tcompile,\n\tselect,\n\toutermostContext,\n\tsortInput,\n\thasDuplicate,\n\n\t// Local document vars\n\tsetDocument,\n\tdocument,\n\tdocElem,\n\tdocumentIsHTML,\n\trbuggyQSA,\n\trbuggyMatches,\n\tmatches,\n\tcontains,\n\n\t// Instance-specific data\n\texpando = \"sizzle\" + 1 * new Date(),\n\tpreferredDoc = window.document,\n\tdirruns = 0,\n\tdone = 0,\n\tclassCache = createCache(),\n\ttokenCache = createCache(),\n\tcompilerCache = createCache(),\n\tsortOrder = function( a, b ) {\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t}\n\t\treturn 0;\n\t},\n\n\t// Instance methods\n\thasOwn = ({}).hasOwnProperty,\n\tarr = [],\n\tpop = arr.pop,\n\tpush_native = arr.push,\n\tpush = arr.push,\n\tslice = arr.slice,\n\t// Use a stripped-down indexOf as it's faster than native\n\t// https://jsperf.com/thor-indexof-vs-for/5\n\tindexOf = function( list, elem ) {\n\t\tvar i = 0,\n\t\t\tlen = list.length;\n\t\tfor ( ; i < len; i++ ) {\n\t\t\tif ( list[i] === elem ) {\n\t\t\t\treturn i;\n\t\t\t}\n\t\t}\n\t\treturn -1;\n\t},\n\n\tbooleans = \"checked|selected|async|autofocus|autoplay|controls|defer|disabled|hidden|ismap|loop|multiple|open|readonly|required|scoped\",\n\n\t// Regular expressions\n\n\t// http://www.w3.org/TR/css3-selectors/#whitespace\n\twhitespace = \"[\\\\x20\\\\t\\\\r\\\\n\\\\f]\",\n\n\t// http://www.w3.org/TR/CSS21/syndata.html#value-def-identifier\n\tidentifier = \"(?:\\\\\\\\.|[\\\\w-]|[^\\0-\\\\xa0])+\",\n\n\t// Attribute selectors: http://www.w3.org/TR/selectors/#attribute-selectors\n\tattributes = \"\\\\[\" + whitespace + \"*(\" + identifier + \")(?:\" + whitespace +\n\t\t// Operator (capture 2)\n\t\t\"*([*^$|!~]?=)\" + whitespace +\n\t\t// \"Attribute values must be CSS identifiers [capture 5] or strings [capture 3 or capture 4]\"\n\t\t\"*(?:'((?:\\\\\\\\.|[^\\\\\\\\'])*)'|\\\"((?:\\\\\\\\.|[^\\\\\\\\\\\"])*)\\\"|(\" + identifier + \"))|)\" + whitespace +\n\t\t\"*\\\\]\",\n\n\tpseudos = \":(\" + identifier + \")(?:\\\\((\" +\n\t\t// To reduce the number of selectors needing tokenize in the preFilter, prefer arguments:\n\t\t// 1. quoted (capture 3; capture 4 or capture 5)\n\t\t\"('((?:\\\\\\\\.|[^\\\\\\\\'])*)'|\\\"((?:\\\\\\\\.|[^\\\\\\\\\\\"])*)\\\")|\" +\n\t\t// 2. simple (capture 6)\n\t\t\"((?:\\\\\\\\.|[^\\\\\\\\()[\\\\]]|\" + attributes + \")*)|\" +\n\t\t// 3. anything else (capture 2)\n\t\t\".*\" +\n\t\t\")\\\\)|)\",\n\n\t// Leading and non-escaped trailing whitespace, capturing some non-whitespace characters preceding the latter\n\trwhitespace = new RegExp( whitespace + \"+\", \"g\" ),\n\trtrim = new RegExp( \"^\" + whitespace + \"+|((?:^|[^\\\\\\\\])(?:\\\\\\\\.)*)\" + whitespace + \"+$\", \"g\" ),\n\n\trcomma = new RegExp( \"^\" + whitespace + \"*,\" + whitespace + \"*\" ),\n\trcombinators = new RegExp( \"^\" + whitespace + \"*([>+~]|\" + whitespace + \")\" + whitespace + \"*\" ),\n\n\trattributeQuotes = new RegExp( \"=\" + whitespace + \"*([^\\\\]'\\\"]*?)\" + whitespace + \"*\\\\]\", \"g\" ),\n\n\trpseudo = new RegExp( pseudos ),\n\tridentifier = new RegExp( \"^\" + identifier + \"$\" ),\n\n\tmatchExpr = {\n\t\t\"ID\": new RegExp( \"^#(\" + identifier + \")\" ),\n\t\t\"CLASS\": new RegExp( \"^\\\\.(\" + identifier + \")\" ),\n\t\t\"TAG\": new RegExp( \"^(\" + identifier + \"|[*])\" ),\n\t\t\"ATTR\": new RegExp( \"^\" + attributes ),\n\t\t\"PSEUDO\": new RegExp( \"^\" + pseudos ),\n\t\t\"CHILD\": new RegExp( \"^:(only|first|last|nth|nth-last)-(child|of-type)(?:\\\\(\" + whitespace +\n\t\t\t\"*(even|odd|(([+-]|)(\\\\d*)n|)\" + whitespace + \"*(?:([+-]|)\" + whitespace +\n\t\t\t\"*(\\\\d+)|))\" + whitespace + \"*\\\\)|)\", \"i\" ),\n\t\t\"bool\": new RegExp( \"^(?:\" + booleans + \")$\", \"i\" ),\n\t\t// For use in libraries implementing .is()\n\t\t// We use this for POS matching in `select`\n\t\t\"needsContext\": new RegExp( \"^\" + whitespace + \"*[>+~]|:(even|odd|eq|gt|lt|nth|first|last)(?:\\\\(\" +\n\t\t\twhitespace + \"*((?:-\\\\d)?\\\\d*)\" + whitespace + \"*\\\\)|)(?=[^-]|$)\", \"i\" )\n\t},\n\n\trinputs = /^(?:input|select|textarea|button)$/i,\n\trheader = /^h\\d$/i,\n\n\trnative = /^[^{]+\\{\\s*\\[native \\w/,\n\n\t// Easily-parseable/retrievable ID or TAG or CLASS selectors\n\trquickExpr = /^(?:#([\\w-]+)|(\\w+)|\\.([\\w-]+))$/,\n\n\trsibling = /[+~]/,\n\n\t// CSS escapes\n\t// http://www.w3.org/TR/CSS21/syndata.html#escaped-characters\n\trunescape = new RegExp( \"\\\\\\\\([\\\\da-f]{1,6}\" + whitespace + \"?|(\" + whitespace + \")|.)\", \"ig\" ),\n\tfunescape = function( _, escaped, escapedWhitespace ) {\n\t\tvar high = \"0x\" + escaped - 0x10000;\n\t\t// NaN means non-codepoint\n\t\t// Support: Firefox<24\n\t\t// Workaround erroneous numeric interpretation of +\"0x\"\n\t\treturn high !== high || escapedWhitespace ?\n\t\t\tescaped :\n\t\t\thigh < 0 ?\n\t\t\t\t// BMP codepoint\n\t\t\t\tString.fromCharCode( high + 0x10000 ) :\n\t\t\t\t// Supplemental Plane codepoint (surrogate pair)\n\t\t\t\tString.fromCharCode( high >> 10 | 0xD800, high & 0x3FF | 0xDC00 );\n\t},\n\n\t// CSS string/identifier serialization\n\t// https://drafts.csswg.org/cssom/#common-serializing-idioms\n\trcssescape = /([\\0-\\x1f\\x7f]|^-?\\d)|^-$|[^\\0-\\x1f\\x7f-\\uFFFF\\w-]/g,\n\tfcssescape = function( ch, asCodePoint ) {\n\t\tif ( asCodePoint ) {\n\n\t\t\t// U+0000 NULL becomes U+FFFD REPLACEMENT CHARACTER\n\t\t\tif ( ch === \"\\0\" ) {\n\t\t\t\treturn \"\\uFFFD\";\n\t\t\t}\n\n\t\t\t// Control characters and (dependent upon position) numbers get escaped as code points\n\t\t\treturn ch.slice( 0, -1 ) + \"\\\\\" + ch.charCodeAt( ch.length - 1 ).toString( 16 ) + \" \";\n\t\t}\n\n\t\t// Other potentially-special ASCII characters get backslash-escaped\n\t\treturn \"\\\\\" + ch;\n\t},\n\n\t// Used for iframes\n\t// See setDocument()\n\t// Removing the function wrapper causes a \"Permission Denied\"\n\t// error in IE\n\tunloadHandler = function() {\n\t\tsetDocument();\n\t},\n\n\tdisabledAncestor = addCombinator(\n\t\tfunction( elem ) {\n\t\t\treturn elem.disabled === true && (\"form\" in elem || \"label\" in elem);\n\t\t},\n\t\t{ dir: \"parentNode\", next: \"legend\" }\n\t);\n\n// Optimize for push.apply( _, NodeList )\ntry {\n\tpush.apply(\n\t\t(arr = slice.call( preferredDoc.childNodes )),\n\t\tpreferredDoc.childNodes\n\t);\n\t// Support: Android<4.0\n\t// Detect silently failing push.apply\n\tarr[ preferredDoc.childNodes.length ].nodeType;\n} catch ( e ) {\n\tpush = { apply: arr.length ?\n\n\t\t// Leverage slice if possible\n\t\tfunction( target, els ) {\n\t\t\tpush_native.apply( target, slice.call(els) );\n\t\t} :\n\n\t\t// Support: IE<9\n\t\t// Otherwise append directly\n\t\tfunction( target, els ) {\n\t\t\tvar j = target.length,\n\t\t\t\ti = 0;\n\t\t\t// Can't trust NodeList.length\n\t\t\twhile ( (target[j++] = els[i++]) ) {}\n\t\t\ttarget.length = j - 1;\n\t\t}\n\t};\n}\n\nfunction Sizzle( selector, context, results, seed ) {\n\tvar m, i, elem, nid, match, groups, newSelector,\n\t\tnewContext = context && context.ownerDocument,\n\n\t\t// nodeType defaults to 9, since context defaults to document\n\t\tnodeType = context ? context.nodeType : 9;\n\n\tresults = results || [];\n\n\t// Return early from calls with invalid selector or context\n\tif ( typeof selector !== \"string\" || !selector ||\n\t\tnodeType !== 1 && nodeType !== 9 && nodeType !== 11 ) {\n\n\t\treturn results;\n\t}\n\n\t// Try to shortcut find operations (as opposed to filters) in HTML documents\n\tif ( !seed ) {\n\n\t\tif ( ( context ? context.ownerDocument || context : preferredDoc ) !== document ) {\n\t\t\tsetDocument( context );\n\t\t}\n\t\tcontext = context || document;\n\n\t\tif ( documentIsHTML ) {\n\n\t\t\t// If the selector is sufficiently simple, try using a \"get*By*\" DOM method\n\t\t\t// (excepting DocumentFragment context, where the methods don't exist)\n\t\t\tif ( nodeType !== 11 && (match = rquickExpr.exec( selector )) ) {\n\n\t\t\t\t// ID selector\n\t\t\t\tif ( (m = match[1]) ) {\n\n\t\t\t\t\t// Document context\n\t\t\t\t\tif ( nodeType === 9 ) {\n\t\t\t\t\t\tif ( (elem = context.getElementById( m )) ) {\n\n\t\t\t\t\t\t\t// Support: IE, Opera, Webkit\n\t\t\t\t\t\t\t// TODO: identify versions\n\t\t\t\t\t\t\t// getElementById can match elements by name instead of ID\n\t\t\t\t\t\t\tif ( elem.id === m ) {\n\t\t\t\t\t\t\t\tresults.push( elem );\n\t\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t// Element context\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// Support: IE, Opera, Webkit\n\t\t\t\t\t\t// TODO: identify versions\n\t\t\t\t\t\t// getElementById can match elements by name instead of ID\n\t\t\t\t\t\tif ( newContext && (elem = newContext.getElementById( m )) &&\n\t\t\t\t\t\t\tcontains( context, elem ) &&\n\t\t\t\t\t\t\telem.id === m ) {\n\n\t\t\t\t\t\t\tresults.push( elem );\n\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t// Type selector\n\t\t\t\t} else if ( match[2] ) {\n\t\t\t\t\tpush.apply( results, context.getElementsByTagName( selector ) );\n\t\t\t\t\treturn results;\n\n\t\t\t\t// Class selector\n\t\t\t\t} else if ( (m = match[3]) && support.getElementsByClassName &&\n\t\t\t\t\tcontext.getElementsByClassName ) {\n\n\t\t\t\t\tpush.apply( results, context.getElementsByClassName( m ) );\n\t\t\t\t\treturn results;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Take advantage of querySelectorAll\n\t\t\tif ( support.qsa &&\n\t\t\t\t!compilerCache[ selector + \" \" ] &&\n\t\t\t\t(!rbuggyQSA || !rbuggyQSA.test( selector )) ) {\n\n\t\t\t\tif ( nodeType !== 1 ) {\n\t\t\t\t\tnewContext = context;\n\t\t\t\t\tnewSelector = selector;\n\n\t\t\t\t// qSA looks outside Element context, which is not what we want\n\t\t\t\t// Thanks to Andrew Dupont for this workaround technique\n\t\t\t\t// Support: IE <=8\n\t\t\t\t// Exclude object elements\n\t\t\t\t} else if ( context.nodeName.toLowerCase() !== \"object\" ) {\n\n\t\t\t\t\t// Capture the context ID, setting it first if necessary\n\t\t\t\t\tif ( (nid = context.getAttribute( \"id\" )) ) {\n\t\t\t\t\t\tnid = nid.replace( rcssescape, fcssescape );\n\t\t\t\t\t} else {\n\t\t\t\t\t\tcontext.setAttribute( \"id\", (nid = expando) );\n\t\t\t\t\t}\n\n\t\t\t\t\t// Prefix every selector in the list\n\t\t\t\t\tgroups = tokenize( selector );\n\t\t\t\t\ti = groups.length;\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tgroups[i] = \"#\" + nid + \" \" + toSelector( groups[i] );\n\t\t\t\t\t}\n\t\t\t\t\tnewSelector = groups.join( \",\" );\n\n\t\t\t\t\t// Expand context for sibling selectors\n\t\t\t\t\tnewContext = rsibling.test( selector ) && testContext( context.parentNode ) ||\n\t\t\t\t\t\tcontext;\n\t\t\t\t}\n\n\t\t\t\tif ( newSelector ) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tpush.apply( results,\n\t\t\t\t\t\t\tnewContext.querySelectorAll( newSelector )\n\t\t\t\t\t\t);\n\t\t\t\t\t\treturn results;\n\t\t\t\t\t} catch ( qsaError ) {\n\t\t\t\t\t} finally {\n\t\t\t\t\t\tif ( nid === expando ) {\n\t\t\t\t\t\t\tcontext.removeAttribute( \"id\" );\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}\n\t}\n\n\t// All others\n\treturn select( selector.replace( rtrim, \"$1\" ), context, results, seed );\n}\n\n/**\n * Create key-value caches of limited size\n * @returns {function(string, object)} Returns the Object data after storing it on itself with\n *\tproperty name the (space-suffixed) string and (if the cache is larger than Expr.cacheLength)\n *\tdeleting the oldest entry\n */\nfunction createCache() {\n\tvar keys = [];\n\n\tfunction cache( key, value ) {\n\t\t// Use (key + \" \") to avoid collision with native prototype properties (see Issue #157)\n\t\tif ( keys.push( key + \" \" ) > Expr.cacheLength ) {\n\t\t\t// Only keep the most recent entries\n\t\t\tdelete cache[ keys.shift() ];\n\t\t}\n\t\treturn (cache[ key + \" \" ] = value);\n\t}\n\treturn cache;\n}\n\n/**\n * Mark a function for special use by Sizzle\n * @param {Function} fn The function to mark\n */\nfunction markFunction( fn ) {\n\tfn[ expando ] = true;\n\treturn fn;\n}\n\n/**\n * Support testing using an element\n * @param {Function} fn Passed the created element and returns a boolean result\n */\nfunction assert( fn ) {\n\tvar el = document.createElement(\"fieldset\");\n\n\ttry {\n\t\treturn !!fn( el );\n\t} catch (e) {\n\t\treturn false;\n\t} finally {\n\t\t// Remove from its parent by default\n\t\tif ( el.parentNode ) {\n\t\t\tel.parentNode.removeChild( el );\n\t\t}\n\t\t// release memory in IE\n\t\tel = null;\n\t}\n}\n\n/**\n * Adds the same handler for all of the specified attrs\n * @param {String} attrs Pipe-separated list of attributes\n * @param {Function} handler The method that will be applied\n */\nfunction addHandle( attrs, handler ) {\n\tvar arr = attrs.split(\"|\"),\n\t\ti = arr.length;\n\n\twhile ( i-- ) {\n\t\tExpr.attrHandle[ arr[i] ] = handler;\n\t}\n}\n\n/**\n * Checks document order of two siblings\n * @param {Element} a\n * @param {Element} b\n * @returns {Number} Returns less than 0 if a precedes b, greater than 0 if a follows b\n */\nfunction siblingCheck( a, b ) {\n\tvar cur = b && a,\n\t\tdiff = cur && a.nodeType === 1 && b.nodeType === 1 &&\n\t\t\ta.sourceIndex - b.sourceIndex;\n\n\t// Use IE sourceIndex if available on both nodes\n\tif ( diff ) {\n\t\treturn diff;\n\t}\n\n\t// Check if b follows a\n\tif ( cur ) {\n\t\twhile ( (cur = cur.nextSibling) ) {\n\t\t\tif ( cur === b ) {\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn a ? 1 : -1;\n}\n\n/**\n * Returns a function to use in pseudos for input types\n * @param {String} type\n */\nfunction createInputPseudo( type ) {\n\treturn function( elem ) {\n\t\tvar name = elem.nodeName.toLowerCase();\n\t\treturn name === \"input\" && elem.type === type;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for buttons\n * @param {String} type\n */\nfunction createButtonPseudo( type ) {\n\treturn function( elem ) {\n\t\tvar name = elem.nodeName.toLowerCase();\n\t\treturn (name === \"input\" || name === \"button\") && elem.type === type;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for :enabled/:disabled\n * @param {Boolean} disabled true for :disabled; false for :enabled\n */\nfunction createDisabledPseudo( disabled ) {\n\n\t// Known :disabled false positives: fieldset[disabled] > legend:nth-of-type(n+2) :can-disable\n\treturn function( elem ) {\n\n\t\t// Only certain elements can match :enabled or :disabled\n\t\t// https://html.spec.whatwg.org/multipage/scripting.html#selector-enabled\n\t\t// https://html.spec.whatwg.org/multipage/scripting.html#selector-disabled\n\t\tif ( \"form\" in elem ) {\n\n\t\t\t// Check for inherited disabledness on relevant non-disabled elements:\n\t\t\t// * listed form-associated elements in a disabled fieldset\n\t\t\t//   https://html.spec.whatwg.org/multipage/forms.html#category-listed\n\t\t\t//   https://html.spec.whatwg.org/multipage/forms.html#concept-fe-disabled\n\t\t\t// * option elements in a disabled optgroup\n\t\t\t//   https://html.spec.whatwg.org/multipage/forms.html#concept-option-disabled\n\t\t\t// All such elements have a \"form\" property.\n\t\t\tif ( elem.parentNode && elem.disabled === false ) {\n\n\t\t\t\t// Option elements defer to a parent optgroup if present\n\t\t\t\tif ( \"label\" in elem ) {\n\t\t\t\t\tif ( \"label\" in elem.parentNode ) {\n\t\t\t\t\t\treturn elem.parentNode.disabled === disabled;\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn elem.disabled === disabled;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Support: IE 6 - 11\n\t\t\t\t// Use the isDisabled shortcut property to check for disabled fieldset ancestors\n\t\t\t\treturn elem.isDisabled === disabled ||\n\n\t\t\t\t\t// Where there is no isDisabled, check manually\n\t\t\t\t\t/* jshint -W018 */\n\t\t\t\t\telem.isDisabled !== !disabled &&\n\t\t\t\t\t\tdisabledAncestor( elem ) === disabled;\n\t\t\t}\n\n\t\t\treturn elem.disabled === disabled;\n\n\t\t// Try to winnow out elements that can't be disabled before trusting the disabled property.\n\t\t// Some victims get caught in our net (label, legend, menu, track), but it shouldn't\n\t\t// even exist on them, let alone have a boolean value.\n\t\t} else if ( \"label\" in elem ) {\n\t\t\treturn elem.disabled === disabled;\n\t\t}\n\n\t\t// Remaining elements are neither :enabled nor :disabled\n\t\treturn false;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for positionals\n * @param {Function} fn\n */\nfunction createPositionalPseudo( fn ) {\n\treturn markFunction(function( argument ) {\n\t\targument = +argument;\n\t\treturn markFunction(function( seed, matches ) {\n\t\t\tvar j,\n\t\t\t\tmatchIndexes = fn( [], seed.length, argument ),\n\t\t\t\ti = matchIndexes.length;\n\n\t\t\t// Match elements found at the specified indexes\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( seed[ (j = matchIndexes[i]) ] ) {\n\t\t\t\t\tseed[j] = !(matches[j] = seed[j]);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t});\n}\n\n/**\n * Checks a node for validity as a Sizzle context\n * @param {Element|Object=} context\n * @returns {Element|Object|Boolean} The input node if acceptable, otherwise a falsy value\n */\nfunction testContext( context ) {\n\treturn context && typeof context.getElementsByTagName !== \"undefined\" && context;\n}\n\n// Expose support vars for convenience\nsupport = Sizzle.support = {};\n\n/**\n * Detects XML nodes\n * @param {Element|Object} elem An element or a document\n * @returns {Boolean} True iff elem is a non-HTML XML node\n */\nisXML = Sizzle.isXML = function( elem ) {\n\t// documentElement is verified for cases where it doesn't yet exist\n\t// (such as loading iframes in IE - #4833)\n\tvar documentElement = elem && (elem.ownerDocument || elem).documentElement;\n\treturn documentElement ? documentElement.nodeName !== \"HTML\" : false;\n};\n\n/**\n * Sets document-related variables once based on the current document\n * @param {Element|Object} [doc] An element or document object to use to set the document\n * @returns {Object} Returns the current document\n */\nsetDocument = Sizzle.setDocument = function( node ) {\n\tvar hasCompare, subWindow,\n\t\tdoc = node ? node.ownerDocument || node : preferredDoc;\n\n\t// Return early if doc is invalid or already selected\n\tif ( doc === document || doc.nodeType !== 9 || !doc.documentElement ) {\n\t\treturn document;\n\t}\n\n\t// Update global variables\n\tdocument = doc;\n\tdocElem = document.documentElement;\n\tdocumentIsHTML = !isXML( document );\n\n\t// Support: IE 9-11, Edge\n\t// Accessing iframe documents after unload throws \"permission denied\" errors (jQuery #13936)\n\tif ( preferredDoc !== document &&\n\t\t(subWindow = document.defaultView) && subWindow.top !== subWindow ) {\n\n\t\t// Support: IE 11, Edge\n\t\tif ( subWindow.addEventListener ) {\n\t\t\tsubWindow.addEventListener( \"unload\", unloadHandler, false );\n\n\t\t// Support: IE 9 - 10 only\n\t\t} else if ( subWindow.attachEvent ) {\n\t\t\tsubWindow.attachEvent( \"onunload\", unloadHandler );\n\t\t}\n\t}\n\n\t/* Attributes\n\t---------------------------------------------------------------------- */\n\n\t// Support: IE<8\n\t// Verify that getAttribute really returns attributes and not properties\n\t// (excepting IE8 booleans)\n\tsupport.attributes = assert(function( el ) {\n\t\tel.className = \"i\";\n\t\treturn !el.getAttribute(\"className\");\n\t});\n\n\t/* getElement(s)By*\n\t---------------------------------------------------------------------- */\n\n\t// Check if getElementsByTagName(\"*\") returns only elements\n\tsupport.getElementsByTagName = assert(function( el ) {\n\t\tel.appendChild( document.createComment(\"\") );\n\t\treturn !el.getElementsByTagName(\"*\").length;\n\t});\n\n\t// Support: IE<9\n\tsupport.getElementsByClassName = rnative.test( document.getElementsByClassName );\n\n\t// Support: IE<10\n\t// Check if getElementById returns elements by name\n\t// The broken getElementById methods don't pick up programmatically-set names,\n\t// so use a roundabout getElementsByName test\n\tsupport.getById = assert(function( el ) {\n\t\tdocElem.appendChild( el ).id = expando;\n\t\treturn !document.getElementsByName || !document.getElementsByName( expando ).length;\n\t});\n\n\t// ID filter and find\n\tif ( support.getById ) {\n\t\tExpr.filter[\"ID\"] = function( id ) {\n\t\t\tvar attrId = id.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\treturn elem.getAttribute(\"id\") === attrId;\n\t\t\t};\n\t\t};\n\t\tExpr.find[\"ID\"] = function( id, context ) {\n\t\t\tif ( typeof context.getElementById !== \"undefined\" && documentIsHTML ) {\n\t\t\t\tvar elem = context.getElementById( id );\n\t\t\t\treturn elem ? [ elem ] : [];\n\t\t\t}\n\t\t};\n\t} else {\n\t\tExpr.filter[\"ID\"] =  function( id ) {\n\t\t\tvar attrId = id.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\tvar node = typeof elem.getAttributeNode !== \"undefined\" &&\n\t\t\t\t\telem.getAttributeNode(\"id\");\n\t\t\t\treturn node && node.value === attrId;\n\t\t\t};\n\t\t};\n\n\t\t// Support: IE 6 - 7 only\n\t\t// getElementById is not reliable as a find shortcut\n\t\tExpr.find[\"ID\"] = function( id, context ) {\n\t\t\tif ( typeof context.getElementById !== \"undefined\" && documentIsHTML ) {\n\t\t\t\tvar node, i, elems,\n\t\t\t\t\telem = context.getElementById( id );\n\n\t\t\t\tif ( elem ) {\n\n\t\t\t\t\t// Verify the id attribute\n\t\t\t\t\tnode = elem.getAttributeNode(\"id\");\n\t\t\t\t\tif ( node && node.value === id ) {\n\t\t\t\t\t\treturn [ elem ];\n\t\t\t\t\t}\n\n\t\t\t\t\t// Fall back on getElementsByName\n\t\t\t\t\telems = context.getElementsByName( id );\n\t\t\t\t\ti = 0;\n\t\t\t\t\twhile ( (elem = elems[i++]) ) {\n\t\t\t\t\t\tnode = elem.getAttributeNode(\"id\");\n\t\t\t\t\t\tif ( node && node.value === id ) {\n\t\t\t\t\t\t\treturn [ elem ];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [];\n\t\t\t}\n\t\t};\n\t}\n\n\t// Tag\n\tExpr.find[\"TAG\"] = support.getElementsByTagName ?\n\t\tfunction( tag, context ) {\n\t\t\tif ( typeof context.getElementsByTagName !== \"undefined\" ) {\n\t\t\t\treturn context.getElementsByTagName( tag );\n\n\t\t\t// DocumentFragment nodes don't have gEBTN\n\t\t\t} else if ( support.qsa ) {\n\t\t\t\treturn context.querySelectorAll( tag );\n\t\t\t}\n\t\t} :\n\n\t\tfunction( tag, context ) {\n\t\t\tvar elem,\n\t\t\t\ttmp = [],\n\t\t\t\ti = 0,\n\t\t\t\t// By happy coincidence, a (broken) gEBTN appears on DocumentFragment nodes too\n\t\t\t\tresults = context.getElementsByTagName( tag );\n\n\t\t\t// Filter out possible comments\n\t\t\tif ( tag === \"*\" ) {\n\t\t\t\twhile ( (elem = results[i++]) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 ) {\n\t\t\t\t\t\ttmp.push( elem );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn tmp;\n\t\t\t}\n\t\t\treturn results;\n\t\t};\n\n\t// Class\n\tExpr.find[\"CLASS\"] = support.getElementsByClassName && function( className, context ) {\n\t\tif ( typeof context.getElementsByClassName !== \"undefined\" && documentIsHTML ) {\n\t\t\treturn context.getElementsByClassName( className );\n\t\t}\n\t};\n\n\t/* QSA/matchesSelector\n\t---------------------------------------------------------------------- */\n\n\t// QSA and matchesSelector support\n\n\t// matchesSelector(:active) reports false when true (IE9/Opera 11.5)\n\trbuggyMatches = [];\n\n\t// qSa(:focus) reports false when true (Chrome 21)\n\t// We allow this because of a bug in IE8/9 that throws an error\n\t// whenever `document.activeElement` is accessed on an iframe\n\t// So, we allow :focus to pass through QSA all the time to avoid the IE error\n\t// See https://bugs.jquery.com/ticket/13378\n\trbuggyQSA = [];\n\n\tif ( (support.qsa = rnative.test( document.querySelectorAll )) ) {\n\t\t// Build QSA regex\n\t\t// Regex strategy adopted from Diego Perini\n\t\tassert(function( el ) {\n\t\t\t// Select is set to empty string on purpose\n\t\t\t// This is to test IE's treatment of not explicitly\n\t\t\t// setting a boolean content attribute,\n\t\t\t// since its presence should be enough\n\t\t\t// https://bugs.jquery.com/ticket/12359\n\t\t\tdocElem.appendChild( el ).innerHTML = \"<a id='\" + expando + \"'></a>\" +\n\t\t\t\t\"<select id='\" + expando + \"-\\r\\\\' msallowcapture=''>\" +\n\t\t\t\t\"<option selected=''></option></select>\";\n\n\t\t\t// Support: IE8, Opera 11-12.16\n\t\t\t// Nothing should be selected when empty strings follow ^= or $= or *=\n\t\t\t// The test attribute must be unknown in Opera but \"safe\" for WinRT\n\t\t\t// https://msdn.microsoft.com/en-us/library/ie/hh465388.aspx#attribute_section\n\t\t\tif ( el.querySelectorAll(\"[msallowcapture^='']\").length ) {\n\t\t\t\trbuggyQSA.push( \"[*^$]=\" + whitespace + \"*(?:''|\\\"\\\")\" );\n\t\t\t}\n\n\t\t\t// Support: IE8\n\t\t\t// Boolean attributes and \"value\" are not treated correctly\n\t\t\tif ( !el.querySelectorAll(\"[selected]\").length ) {\n\t\t\t\trbuggyQSA.push( \"\\\\[\" + whitespace + \"*(?:value|\" + booleans + \")\" );\n\t\t\t}\n\n\t\t\t// Support: Chrome<29, Android<4.4, Safari<7.0+, iOS<7.0+, PhantomJS<1.9.8+\n\t\t\tif ( !el.querySelectorAll( \"[id~=\" + expando + \"-]\" ).length ) {\n\t\t\t\trbuggyQSA.push(\"~=\");\n\t\t\t}\n\n\t\t\t// Webkit/Opera - :checked should return selected option elements\n\t\t\t// http://www.w3.org/TR/2011/REC-css3-selectors-20110929/#checked\n\t\t\t// IE8 throws error here and will not see later tests\n\t\t\tif ( !el.querySelectorAll(\":checked\").length ) {\n\t\t\t\trbuggyQSA.push(\":checked\");\n\t\t\t}\n\n\t\t\t// Support: Safari 8+, iOS 8+\n\t\t\t// https://bugs.webkit.org/show_bug.cgi?id=136851\n\t\t\t// In-page `selector#id sibling-combinator selector` fails\n\t\t\tif ( !el.querySelectorAll( \"a#\" + expando + \"+*\" ).length ) {\n\t\t\t\trbuggyQSA.push(\".#.+[+~]\");\n\t\t\t}\n\t\t});\n\n\t\tassert(function( el ) {\n\t\t\tel.innerHTML = \"<a href='' disabled='disabled'></a>\" +\n\t\t\t\t\"<select disabled='disabled'><option/></select>\";\n\n\t\t\t// Support: Windows 8 Native Apps\n\t\t\t// The type and name attributes are restricted during .innerHTML assignment\n\t\t\tvar input = document.createElement(\"input\");\n\t\t\tinput.setAttribute( \"type\", \"hidden\" );\n\t\t\tel.appendChild( input ).setAttribute( \"name\", \"D\" );\n\n\t\t\t// Support: IE8\n\t\t\t// Enforce case-sensitivity of name attribute\n\t\t\tif ( el.querySelectorAll(\"[name=d]\").length ) {\n\t\t\t\trbuggyQSA.push( \"name\" + whitespace + \"*[*^$|!~]?=\" );\n\t\t\t}\n\n\t\t\t// FF 3.5 - :enabled/:disabled and hidden elements (hidden elements are still enabled)\n\t\t\t// IE8 throws error here and will not see later tests\n\t\t\tif ( el.querySelectorAll(\":enabled\").length !== 2 ) {\n\t\t\t\trbuggyQSA.push( \":enabled\", \":disabled\" );\n\t\t\t}\n\n\t\t\t// Support: IE9-11+\n\t\t\t// IE's :disabled selector does not pick up the children of disabled fieldsets\n\t\t\tdocElem.appendChild( el ).disabled = true;\n\t\t\tif ( el.querySelectorAll(\":disabled\").length !== 2 ) {\n\t\t\t\trbuggyQSA.push( \":enabled\", \":disabled\" );\n\t\t\t}\n\n\t\t\t// Opera 10-11 does not throw on post-comma invalid pseudos\n\t\t\tel.querySelectorAll(\"*,:x\");\n\t\t\trbuggyQSA.push(\",.*:\");\n\t\t});\n\t}\n\n\tif ( (support.matchesSelector = rnative.test( (matches = docElem.matches ||\n\t\tdocElem.webkitMatchesSelector ||\n\t\tdocElem.mozMatchesSelector ||\n\t\tdocElem.oMatchesSelector ||\n\t\tdocElem.msMatchesSelector) )) ) {\n\n\t\tassert(function( el ) {\n\t\t\t// Check to see if it's possible to do matchesSelector\n\t\t\t// on a disconnected node (IE 9)\n\t\t\tsupport.disconnectedMatch = matches.call( el, \"*\" );\n\n\t\t\t// This should fail with an exception\n\t\t\t// Gecko does not error, returns false instead\n\t\t\tmatches.call( el, \"[s!='']:x\" );\n\t\t\trbuggyMatches.push( \"!=\", pseudos );\n\t\t});\n\t}\n\n\trbuggyQSA = rbuggyQSA.length && new RegExp( rbuggyQSA.join(\"|\") );\n\trbuggyMatches = rbuggyMatches.length && new RegExp( rbuggyMatches.join(\"|\") );\n\n\t/* Contains\n\t---------------------------------------------------------------------- */\n\thasCompare = rnative.test( docElem.compareDocumentPosition );\n\n\t// Element contains another\n\t// Purposefully self-exclusive\n\t// As in, an element does not contain itself\n\tcontains = hasCompare || rnative.test( docElem.contains ) ?\n\t\tfunction( a, b ) {\n\t\t\tvar adown = a.nodeType === 9 ? a.documentElement : a,\n\t\t\t\tbup = b && b.parentNode;\n\t\t\treturn a === bup || !!( bup && bup.nodeType === 1 && (\n\t\t\t\tadown.contains ?\n\t\t\t\t\tadown.contains( bup ) :\n\t\t\t\t\ta.compareDocumentPosition && a.compareDocumentPosition( bup ) & 16\n\t\t\t));\n\t\t} :\n\t\tfunction( a, b ) {\n\t\t\tif ( b ) {\n\t\t\t\twhile ( (b = b.parentNode) ) {\n\t\t\t\t\tif ( b === a ) {\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t/* Sorting\n\t---------------------------------------------------------------------- */\n\n\t// Document order sorting\n\tsortOrder = hasCompare ?\n\tfunction( a, b ) {\n\n\t\t// Flag for duplicate removal\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t\treturn 0;\n\t\t}\n\n\t\t// Sort on method existence if only one input has compareDocumentPosition\n\t\tvar compare = !a.compareDocumentPosition - !b.compareDocumentPosition;\n\t\tif ( compare ) {\n\t\t\treturn compare;\n\t\t}\n\n\t\t// Calculate position if both inputs belong to the same document\n\t\tcompare = ( a.ownerDocument || a ) === ( b.ownerDocument || b ) ?\n\t\t\ta.compareDocumentPosition( b ) :\n\n\t\t\t// Otherwise we know they are disconnected\n\t\t\t1;\n\n\t\t// Disconnected nodes\n\t\tif ( compare & 1 ||\n\t\t\t(!support.sortDetached && b.compareDocumentPosition( a ) === compare) ) {\n\n\t\t\t// Choose the first element that is related to our preferred document\n\t\t\tif ( a === document || a.ownerDocument === preferredDoc && contains(preferredDoc, a) ) {\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t\tif ( b === document || b.ownerDocument === preferredDoc && contains(preferredDoc, b) ) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\t// Maintain original order\n\t\t\treturn sortInput ?\n\t\t\t\t( indexOf( sortInput, a ) - indexOf( sortInput, b ) ) :\n\t\t\t\t0;\n\t\t}\n\n\t\treturn compare & 4 ? -1 : 1;\n\t} :\n\tfunction( a, b ) {\n\t\t// Exit early if the nodes are identical\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t\treturn 0;\n\t\t}\n\n\t\tvar cur,\n\t\t\ti = 0,\n\t\t\taup = a.parentNode,\n\t\t\tbup = b.parentNode,\n\t\t\tap = [ a ],\n\t\t\tbp = [ b ];\n\n\t\t// Parentless nodes are either documents or disconnected\n\t\tif ( !aup || !bup ) {\n\t\t\treturn a === document ? -1 :\n\t\t\t\tb === document ? 1 :\n\t\t\t\taup ? -1 :\n\t\t\t\tbup ? 1 :\n\t\t\t\tsortInput ?\n\t\t\t\t( indexOf( sortInput, a ) - indexOf( sortInput, b ) ) :\n\t\t\t\t0;\n\n\t\t// If the nodes are siblings, we can do a quick check\n\t\t} else if ( aup === bup ) {\n\t\t\treturn siblingCheck( a, b );\n\t\t}\n\n\t\t// Otherwise we need full lists of their ancestors for comparison\n\t\tcur = a;\n\t\twhile ( (cur = cur.parentNode) ) {\n\t\t\tap.unshift( cur );\n\t\t}\n\t\tcur = b;\n\t\twhile ( (cur = cur.parentNode) ) {\n\t\t\tbp.unshift( cur );\n\t\t}\n\n\t\t// Walk down the tree looking for a discrepancy\n\t\twhile ( ap[i] === bp[i] ) {\n\t\t\ti++;\n\t\t}\n\n\t\treturn i ?\n\t\t\t// Do a sibling check if the nodes have a common ancestor\n\t\t\tsiblingCheck( ap[i], bp[i] ) :\n\n\t\t\t// Otherwise nodes in our document sort first\n\t\t\tap[i] === preferredDoc ? -1 :\n\t\t\tbp[i] === preferredDoc ? 1 :\n\t\t\t0;\n\t};\n\n\treturn document;\n};\n\nSizzle.matches = function( expr, elements ) {\n\treturn Sizzle( expr, null, null, elements );\n};\n\nSizzle.matchesSelector = function( elem, expr ) {\n\t// Set document vars if needed\n\tif ( ( elem.ownerDocument || elem ) !== document ) {\n\t\tsetDocument( elem );\n\t}\n\n\t// Make sure that attribute selectors are quoted\n\texpr = expr.replace( rattributeQuotes, \"='$1']\" );\n\n\tif ( support.matchesSelector && documentIsHTML &&\n\t\t!compilerCache[ expr + \" \" ] &&\n\t\t( !rbuggyMatches || !rbuggyMatches.test( expr ) ) &&\n\t\t( !rbuggyQSA     || !rbuggyQSA.test( expr ) ) ) {\n\n\t\ttry {\n\t\t\tvar ret = matches.call( elem, expr );\n\n\t\t\t// IE 9's matchesSelector returns false on disconnected nodes\n\t\t\tif ( ret || support.disconnectedMatch ||\n\t\t\t\t\t// As well, disconnected nodes are said to be in a document\n\t\t\t\t\t// fragment in IE 9\n\t\t\t\t\telem.document && elem.document.nodeType !== 11 ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\t\t} catch (e) {}\n\t}\n\n\treturn Sizzle( expr, document, null, [ elem ] ).length > 0;\n};\n\nSizzle.contains = function( context, elem ) {\n\t// Set document vars if needed\n\tif ( ( context.ownerDocument || context ) !== document ) {\n\t\tsetDocument( context );\n\t}\n\treturn contains( context, elem );\n};\n\nSizzle.attr = function( elem, name ) {\n\t// Set document vars if needed\n\tif ( ( elem.ownerDocument || elem ) !== document ) {\n\t\tsetDocument( elem );\n\t}\n\n\tvar fn = Expr.attrHandle[ name.toLowerCase() ],\n\t\t// Don't get fooled by Object.prototype properties (jQuery #13807)\n\t\tval = fn && hasOwn.call( Expr.attrHandle, name.toLowerCase() ) ?\n\t\t\tfn( elem, name, !documentIsHTML ) :\n\t\t\tundefined;\n\n\treturn val !== undefined ?\n\t\tval :\n\t\tsupport.attributes || !documentIsHTML ?\n\t\t\telem.getAttribute( name ) :\n\t\t\t(val = elem.getAttributeNode(name)) && val.specified ?\n\t\t\t\tval.value :\n\t\t\t\tnull;\n};\n\nSizzle.escape = function( sel ) {\n\treturn (sel + \"\").replace( rcssescape, fcssescape );\n};\n\nSizzle.error = function( msg ) {\n\tthrow new Error( \"Syntax error, unrecognized expression: \" + msg );\n};\n\n/**\n * Document sorting and removing duplicates\n * @param {ArrayLike} results\n */\nSizzle.uniqueSort = function( results ) {\n\tvar elem,\n\t\tduplicates = [],\n\t\tj = 0,\n\t\ti = 0;\n\n\t// Unless we *know* we can detect duplicates, assume their presence\n\thasDuplicate = !support.detectDuplicates;\n\tsortInput = !support.sortStable && results.slice( 0 );\n\tresults.sort( sortOrder );\n\n\tif ( hasDuplicate ) {\n\t\twhile ( (elem = results[i++]) ) {\n\t\t\tif ( elem === results[ i ] ) {\n\t\t\t\tj = duplicates.push( i );\n\t\t\t}\n\t\t}\n\t\twhile ( j-- ) {\n\t\t\tresults.splice( duplicates[ j ], 1 );\n\t\t}\n\t}\n\n\t// Clear input after sorting to release objects\n\t// See https://github.com/jquery/sizzle/pull/225\n\tsortInput = null;\n\n\treturn results;\n};\n\n/**\n * Utility function for retrieving the text value of an array of DOM nodes\n * @param {Array|Element} elem\n */\ngetText = Sizzle.getText = function( elem ) {\n\tvar node,\n\t\tret = \"\",\n\t\ti = 0,\n\t\tnodeType = elem.nodeType;\n\n\tif ( !nodeType ) {\n\t\t// If no nodeType, this is expected to be an array\n\t\twhile ( (node = elem[i++]) ) {\n\t\t\t// Do not traverse comment nodes\n\t\t\tret += getText( node );\n\t\t}\n\t} else if ( nodeType === 1 || nodeType === 9 || nodeType === 11 ) {\n\t\t// Use textContent for elements\n\t\t// innerText usage removed for consistency of new lines (jQuery #11153)\n\t\tif ( typeof elem.textContent === \"string\" ) {\n\t\t\treturn elem.textContent;\n\t\t} else {\n\t\t\t// Traverse its children\n\t\t\tfor ( elem = elem.firstChild; elem; elem = elem.nextSibling ) {\n\t\t\t\tret += getText( elem );\n\t\t\t}\n\t\t}\n\t} else if ( nodeType === 3 || nodeType === 4 ) {\n\t\treturn elem.nodeValue;\n\t}\n\t// Do not include comment or processing instruction nodes\n\n\treturn ret;\n};\n\nExpr = Sizzle.selectors = {\n\n\t// Can be adjusted by the user\n\tcacheLength: 50,\n\n\tcreatePseudo: markFunction,\n\n\tmatch: matchExpr,\n\n\tattrHandle: {},\n\n\tfind: {},\n\n\trelative: {\n\t\t\">\": { dir: \"parentNode\", first: true },\n\t\t\" \": { dir: \"parentNode\" },\n\t\t\"+\": { dir: \"previousSibling\", first: true },\n\t\t\"~\": { dir: \"previousSibling\" }\n\t},\n\n\tpreFilter: {\n\t\t\"ATTR\": function( match ) {\n\t\t\tmatch[1] = match[1].replace( runescape, funescape );\n\n\t\t\t// Move the given value to match[3] whether quoted or unquoted\n\t\t\tmatch[3] = ( match[3] || match[4] || match[5] || \"\" ).replace( runescape, funescape );\n\n\t\t\tif ( match[2] === \"~=\" ) {\n\t\t\t\tmatch[3] = \" \" + match[3] + \" \";\n\t\t\t}\n\n\t\t\treturn match.slice( 0, 4 );\n\t\t},\n\n\t\t\"CHILD\": function( match ) {\n\t\t\t/* matches from matchExpr[\"CHILD\"]\n\t\t\t\t1 type (only|nth|...)\n\t\t\t\t2 what (child|of-type)\n\t\t\t\t3 argument (even|odd|\\d*|\\d*n([+-]\\d+)?|...)\n\t\t\t\t4 xn-component of xn+y argument ([+-]?\\d*n|)\n\t\t\t\t5 sign of xn-component\n\t\t\t\t6 x of xn-component\n\t\t\t\t7 sign of y-component\n\t\t\t\t8 y of y-component\n\t\t\t*/\n\t\t\tmatch[1] = match[1].toLowerCase();\n\n\t\t\tif ( match[1].slice( 0, 3 ) === \"nth\" ) {\n\t\t\t\t// nth-* requires argument\n\t\t\t\tif ( !match[3] ) {\n\t\t\t\t\tSizzle.error( match[0] );\n\t\t\t\t}\n\n\t\t\t\t// numeric x and y parameters for Expr.filter.CHILD\n\t\t\t\t// remember that false/true cast respectively to 0/1\n\t\t\t\tmatch[4] = +( match[4] ? match[5] + (match[6] || 1) : 2 * ( match[3] === \"even\" || match[3] === \"odd\" ) );\n\t\t\t\tmatch[5] = +( ( match[7] + match[8] ) || match[3] === \"odd\" );\n\n\t\t\t// other types prohibit arguments\n\t\t\t} else if ( match[3] ) {\n\t\t\t\tSizzle.error( match[0] );\n\t\t\t}\n\n\t\t\treturn match;\n\t\t},\n\n\t\t\"PSEUDO\": function( match ) {\n\t\t\tvar excess,\n\t\t\t\tunquoted = !match[6] && match[2];\n\n\t\t\tif ( matchExpr[\"CHILD\"].test( match[0] ) ) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\t// Accept quoted arguments as-is\n\t\t\tif ( match[3] ) {\n\t\t\t\tmatch[2] = match[4] || match[5] || \"\";\n\n\t\t\t// Strip excess characters from unquoted arguments\n\t\t\t} else if ( unquoted && rpseudo.test( unquoted ) &&\n\t\t\t\t// Get excess from tokenize (recursively)\n\t\t\t\t(excess = tokenize( unquoted, true )) &&\n\t\t\t\t// advance to the next closing parenthesis\n\t\t\t\t(excess = unquoted.indexOf( \")\", unquoted.length - excess ) - unquoted.length) ) {\n\n\t\t\t\t// excess is a negative index\n\t\t\t\tmatch[0] = match[0].slice( 0, excess );\n\t\t\t\tmatch[2] = unquoted.slice( 0, excess );\n\t\t\t}\n\n\t\t\t// Return only captures needed by the pseudo filter method (type and argument)\n\t\t\treturn match.slice( 0, 3 );\n\t\t}\n\t},\n\n\tfilter: {\n\n\t\t\"TAG\": function( nodeNameSelector ) {\n\t\t\tvar nodeName = nodeNameSelector.replace( runescape, funescape ).toLowerCase();\n\t\t\treturn nodeNameSelector === \"*\" ?\n\t\t\t\tfunction() { return true; } :\n\t\t\t\tfunction( elem ) {\n\t\t\t\t\treturn elem.nodeName && elem.nodeName.toLowerCase() === nodeName;\n\t\t\t\t};\n\t\t},\n\n\t\t\"CLASS\": function( className ) {\n\t\t\tvar pattern = classCache[ className + \" \" ];\n\n\t\t\treturn pattern ||\n\t\t\t\t(pattern = new RegExp( \"(^|\" + whitespace + \")\" + className + \"(\" + whitespace + \"|$)\" )) &&\n\t\t\t\tclassCache( className, function( elem ) {\n\t\t\t\t\treturn pattern.test( typeof elem.className === \"string\" && elem.className || typeof elem.getAttribute !== \"undefined\" && elem.getAttribute(\"class\") || \"\" );\n\t\t\t\t});\n\t\t},\n\n\t\t\"ATTR\": function( name, operator, check ) {\n\t\t\treturn function( elem ) {\n\t\t\t\tvar result = Sizzle.attr( elem, name );\n\n\t\t\t\tif ( result == null ) {\n\t\t\t\t\treturn operator === \"!=\";\n\t\t\t\t}\n\t\t\t\tif ( !operator ) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\n\t\t\t\tresult += \"\";\n\n\t\t\t\treturn operator === \"=\" ? result === check :\n\t\t\t\t\toperator === \"!=\" ? result !== check :\n\t\t\t\t\toperator === \"^=\" ? check && result.indexOf( check ) === 0 :\n\t\t\t\t\toperator === \"*=\" ? check && result.indexOf( check ) > -1 :\n\t\t\t\t\toperator === \"$=\" ? check && result.slice( -check.length ) === check :\n\t\t\t\t\toperator === \"~=\" ? ( \" \" + result.replace( rwhitespace, \" \" ) + \" \" ).indexOf( check ) > -1 :\n\t\t\t\t\toperator === \"|=\" ? result === check || result.slice( 0, check.length + 1 ) === check + \"-\" :\n\t\t\t\t\tfalse;\n\t\t\t};\n\t\t},\n\n\t\t\"CHILD\": function( type, what, argument, first, last ) {\n\t\t\tvar simple = type.slice( 0, 3 ) !== \"nth\",\n\t\t\t\tforward = type.slice( -4 ) !== \"last\",\n\t\t\t\tofType = what === \"of-type\";\n\n\t\t\treturn first === 1 && last === 0 ?\n\n\t\t\t\t// Shortcut for :nth-*(n)\n\t\t\t\tfunction( elem ) {\n\t\t\t\t\treturn !!elem.parentNode;\n\t\t\t\t} :\n\n\t\t\t\tfunction( elem, context, xml ) {\n\t\t\t\t\tvar cache, uniqueCache, outerCache, node, nodeIndex, start,\n\t\t\t\t\t\tdir = simple !== forward ? \"nextSibling\" : \"previousSibling\",\n\t\t\t\t\t\tparent = elem.parentNode,\n\t\t\t\t\t\tname = ofType && elem.nodeName.toLowerCase(),\n\t\t\t\t\t\tuseCache = !xml && !ofType,\n\t\t\t\t\t\tdiff = false;\n\n\t\t\t\t\tif ( parent ) {\n\n\t\t\t\t\t\t// :(first|last|only)-(child|of-type)\n\t\t\t\t\t\tif ( simple ) {\n\t\t\t\t\t\t\twhile ( dir ) {\n\t\t\t\t\t\t\t\tnode = elem;\n\t\t\t\t\t\t\t\twhile ( (node = node[ dir ]) ) {\n\t\t\t\t\t\t\t\t\tif ( ofType ?\n\t\t\t\t\t\t\t\t\t\tnode.nodeName.toLowerCase() === name :\n\t\t\t\t\t\t\t\t\t\tnode.nodeType === 1 ) {\n\n\t\t\t\t\t\t\t\t\t\treturn false;\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\t// Reverse direction for :only-* (if we haven't yet done so)\n\t\t\t\t\t\t\t\tstart = dir = type === \"only\" && !start && \"nextSibling\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstart = [ forward ? parent.firstChild : parent.lastChild ];\n\n\t\t\t\t\t\t// non-xml :nth-child(...) stores cache data on `parent`\n\t\t\t\t\t\tif ( forward && useCache ) {\n\n\t\t\t\t\t\t\t// Seek `elem` from a previously-cached index\n\n\t\t\t\t\t\t\t// ...in a gzip-friendly way\n\t\t\t\t\t\t\tnode = parent;\n\t\t\t\t\t\t\touterCache = node[ expando ] || (node[ expando ] = {});\n\n\t\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\t\tuniqueCache = outerCache[ node.uniqueID ] ||\n\t\t\t\t\t\t\t\t(outerCache[ node.uniqueID ] = {});\n\n\t\t\t\t\t\t\tcache = uniqueCache[ type ] || [];\n\t\t\t\t\t\t\tnodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];\n\t\t\t\t\t\t\tdiff = nodeIndex && cache[ 2 ];\n\t\t\t\t\t\t\tnode = nodeIndex && parent.childNodes[ nodeIndex ];\n\n\t\t\t\t\t\t\twhile ( (node = ++nodeIndex && node && node[ dir ] ||\n\n\t\t\t\t\t\t\t\t// Fallback to seeking `elem` from the start\n\t\t\t\t\t\t\t\t(diff = nodeIndex = 0) || start.pop()) ) {\n\n\t\t\t\t\t\t\t\t// When found, cache indexes on `parent` and break\n\t\t\t\t\t\t\t\tif ( node.nodeType === 1 && ++diff && node === elem ) {\n\t\t\t\t\t\t\t\t\tuniqueCache[ type ] = [ dirruns, nodeIndex, diff ];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t// Use previously-cached element index if available\n\t\t\t\t\t\t\tif ( useCache ) {\n\t\t\t\t\t\t\t\t// ...in a gzip-friendly way\n\t\t\t\t\t\t\t\tnode = elem;\n\t\t\t\t\t\t\t\touterCache = node[ expando ] || (node[ expando ] = {});\n\n\t\t\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\t\t\tuniqueCache = outerCache[ node.uniqueID ] ||\n\t\t\t\t\t\t\t\t\t(outerCache[ node.uniqueID ] = {});\n\n\t\t\t\t\t\t\t\tcache = uniqueCache[ type ] || [];\n\t\t\t\t\t\t\t\tnodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];\n\t\t\t\t\t\t\t\tdiff = nodeIndex;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t// xml :nth-child(...)\n\t\t\t\t\t\t\t// or :nth-last-child(...) or :nth(-last)?-of-type(...)\n\t\t\t\t\t\t\tif ( diff === false ) {\n\t\t\t\t\t\t\t\t// Use the same loop as above to seek `elem` from the start\n\t\t\t\t\t\t\t\twhile ( (node = ++nodeIndex && node && node[ dir ] ||\n\t\t\t\t\t\t\t\t\t(diff = nodeIndex = 0) || start.pop()) ) {\n\n\t\t\t\t\t\t\t\t\tif ( ( ofType ?\n\t\t\t\t\t\t\t\t\t\tnode.nodeName.toLowerCase() === name :\n\t\t\t\t\t\t\t\t\t\tnode.nodeType === 1 ) &&\n\t\t\t\t\t\t\t\t\t\t++diff ) {\n\n\t\t\t\t\t\t\t\t\t\t// Cache the index of each encountered element\n\t\t\t\t\t\t\t\t\t\tif ( useCache ) {\n\t\t\t\t\t\t\t\t\t\t\touterCache = node[ expando ] || (node[ expando ] = {});\n\n\t\t\t\t\t\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\t\t\t\t\t\tuniqueCache = outerCache[ node.uniqueID ] ||\n\t\t\t\t\t\t\t\t\t\t\t\t(outerCache[ node.uniqueID ] = {});\n\n\t\t\t\t\t\t\t\t\t\t\tuniqueCache[ type ] = [ dirruns, diff ];\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tif ( node === elem ) {\n\t\t\t\t\t\t\t\t\t\t\tbreak;\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\n\t\t\t\t\t\t// Incorporate the offset, then check against cycle size\n\t\t\t\t\t\tdiff -= last;\n\t\t\t\t\t\treturn diff === first || ( diff % first === 0 && diff / first >= 0 );\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t},\n\n\t\t\"PSEUDO\": function( pseudo, argument ) {\n\t\t\t// pseudo-class names are case-insensitive\n\t\t\t// http://www.w3.org/TR/selectors/#pseudo-classes\n\t\t\t// Prioritize by case sensitivity in case custom pseudos are added with uppercase letters\n\t\t\t// Remember that setFilters inherits from pseudos\n\t\t\tvar args,\n\t\t\t\tfn = Expr.pseudos[ pseudo ] || Expr.setFilters[ pseudo.toLowerCase() ] ||\n\t\t\t\t\tSizzle.error( \"unsupported pseudo: \" + pseudo );\n\n\t\t\t// The user may use createPseudo to indicate that\n\t\t\t// arguments are needed to create the filter function\n\t\t\t// just as Sizzle does\n\t\t\tif ( fn[ expando ] ) {\n\t\t\t\treturn fn( argument );\n\t\t\t}\n\n\t\t\t// But maintain support for old signatures\n\t\t\tif ( fn.length > 1 ) {\n\t\t\t\targs = [ pseudo, pseudo, \"\", argument ];\n\t\t\t\treturn Expr.setFilters.hasOwnProperty( pseudo.toLowerCase() ) ?\n\t\t\t\t\tmarkFunction(function( seed, matches ) {\n\t\t\t\t\t\tvar idx,\n\t\t\t\t\t\t\tmatched = fn( seed, argument ),\n\t\t\t\t\t\t\ti = matched.length;\n\t\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\t\tidx = indexOf( seed, matched[i] );\n\t\t\t\t\t\t\tseed[ idx ] = !( matches[ idx ] = matched[i] );\n\t\t\t\t\t\t}\n\t\t\t\t\t}) :\n\t\t\t\t\tfunction( elem ) {\n\t\t\t\t\t\treturn fn( elem, 0, args );\n\t\t\t\t\t};\n\t\t\t}\n\n\t\t\treturn fn;\n\t\t}\n\t},\n\n\tpseudos: {\n\t\t// Potentially complex pseudos\n\t\t\"not\": markFunction(function( selector ) {\n\t\t\t// Trim the selector passed to compile\n\t\t\t// to avoid treating leading and trailing\n\t\t\t// spaces as combinators\n\t\t\tvar input = [],\n\t\t\t\tresults = [],\n\t\t\t\tmatcher = compile( selector.replace( rtrim, \"$1\" ) );\n\n\t\t\treturn matcher[ expando ] ?\n\t\t\t\tmarkFunction(function( seed, matches, context, xml ) {\n\t\t\t\t\tvar elem,\n\t\t\t\t\t\tunmatched = matcher( seed, null, xml, [] ),\n\t\t\t\t\t\ti = seed.length;\n\n\t\t\t\t\t// Match elements unmatched by `matcher`\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tif ( (elem = unmatched[i]) ) {\n\t\t\t\t\t\t\tseed[i] = !(matches[i] = elem);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}) :\n\t\t\t\tfunction( elem, context, xml ) {\n\t\t\t\t\tinput[0] = elem;\n\t\t\t\t\tmatcher( input, null, xml, results );\n\t\t\t\t\t// Don't keep the element (issue #299)\n\t\t\t\t\tinput[0] = null;\n\t\t\t\t\treturn !results.pop();\n\t\t\t\t};\n\t\t}),\n\n\t\t\"has\": markFunction(function( selector ) {\n\t\t\treturn function( elem ) {\n\t\t\t\treturn Sizzle( selector, elem ).length > 0;\n\t\t\t};\n\t\t}),\n\n\t\t\"contains\": markFunction(function( text ) {\n\t\t\ttext = text.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\treturn ( elem.textContent || elem.innerText || getText( elem ) ).indexOf( text ) > -1;\n\t\t\t};\n\t\t}),\n\n\t\t// \"Whether an element is represented by a :lang() selector\n\t\t// is based solely on the element's language value\n\t\t// being equal to the identifier C,\n\t\t// or beginning with the identifier C immediately followed by \"-\".\n\t\t// The matching of C against the element's language value is performed case-insensitively.\n\t\t// The identifier C does not have to be a valid language name.\"\n\t\t// http://www.w3.org/TR/selectors/#lang-pseudo\n\t\t\"lang\": markFunction( function( lang ) {\n\t\t\t// lang value must be a valid identifier\n\t\t\tif ( !ridentifier.test(lang || \"\") ) {\n\t\t\t\tSizzle.error( \"unsupported lang: \" + lang );\n\t\t\t}\n\t\t\tlang = lang.replace( runescape, funescape ).toLowerCase();\n\t\t\treturn function( elem ) {\n\t\t\t\tvar elemLang;\n\t\t\t\tdo {\n\t\t\t\t\tif ( (elemLang = documentIsHTML ?\n\t\t\t\t\t\telem.lang :\n\t\t\t\t\t\telem.getAttribute(\"xml:lang\") || elem.getAttribute(\"lang\")) ) {\n\n\t\t\t\t\t\telemLang = elemLang.toLowerCase();\n\t\t\t\t\t\treturn elemLang === lang || elemLang.indexOf( lang + \"-\" ) === 0;\n\t\t\t\t\t}\n\t\t\t\t} while ( (elem = elem.parentNode) && elem.nodeType === 1 );\n\t\t\t\treturn false;\n\t\t\t};\n\t\t}),\n\n\t\t// Miscellaneous\n\t\t\"target\": function( elem ) {\n\t\t\tvar hash = window.location && window.location.hash;\n\t\t\treturn hash && hash.slice( 1 ) === elem.id;\n\t\t},\n\n\t\t\"root\": function( elem ) {\n\t\t\treturn elem === docElem;\n\t\t},\n\n\t\t\"focus\": function( elem ) {\n\t\t\treturn elem === document.activeElement && (!document.hasFocus || document.hasFocus()) && !!(elem.type || elem.href || ~elem.tabIndex);\n\t\t},\n\n\t\t// Boolean properties\n\t\t\"enabled\": createDisabledPseudo( false ),\n\t\t\"disabled\": createDisabledPseudo( true ),\n\n\t\t\"checked\": function( elem ) {\n\t\t\t// In CSS3, :checked should return both checked and selected elements\n\t\t\t// http://www.w3.org/TR/2011/REC-css3-selectors-20110929/#checked\n\t\t\tvar nodeName = elem.nodeName.toLowerCase();\n\t\t\treturn (nodeName === \"input\" && !!elem.checked) || (nodeName === \"option\" && !!elem.selected);\n\t\t},\n\n\t\t\"selected\": function( elem ) {\n\t\t\t// Accessing this property makes selected-by-default\n\t\t\t// options in Safari work properly\n\t\t\tif ( elem.parentNode ) {\n\t\t\t\telem.parentNode.selectedIndex;\n\t\t\t}\n\n\t\t\treturn elem.selected === true;\n\t\t},\n\n\t\t// Contents\n\t\t\"empty\": function( elem ) {\n\t\t\t// http://www.w3.org/TR/selectors/#empty-pseudo\n\t\t\t// :empty is negated by element (1) or content nodes (text: 3; cdata: 4; entity ref: 5),\n\t\t\t//   but not by others (comment: 8; processing instruction: 7; etc.)\n\t\t\t// nodeType < 6 works because attributes (2) do not appear as children\n\t\t\tfor ( elem = elem.firstChild; elem; elem = elem.nextSibling ) {\n\t\t\t\tif ( elem.nodeType < 6 ) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t},\n\n\t\t\"parent\": function( elem ) {\n\t\t\treturn !Expr.pseudos[\"empty\"]( elem );\n\t\t},\n\n\t\t// Element/input types\n\t\t\"header\": function( elem ) {\n\t\t\treturn rheader.test( elem.nodeName );\n\t\t},\n\n\t\t\"input\": function( elem ) {\n\t\t\treturn rinputs.test( elem.nodeName );\n\t\t},\n\n\t\t\"button\": function( elem ) {\n\t\t\tvar name = elem.nodeName.toLowerCase();\n\t\t\treturn name === \"input\" && elem.type === \"button\" || name === \"button\";\n\t\t},\n\n\t\t\"text\": function( elem ) {\n\t\t\tvar attr;\n\t\t\treturn elem.nodeName.toLowerCase() === \"input\" &&\n\t\t\t\telem.type === \"text\" &&\n\n\t\t\t\t// Support: IE<8\n\t\t\t\t// New HTML5 attribute values (e.g., \"search\") appear with elem.type === \"text\"\n\t\t\t\t( (attr = elem.getAttribute(\"type\")) == null || attr.toLowerCase() === \"text\" );\n\t\t},\n\n\t\t// Position-in-collection\n\t\t\"first\": createPositionalPseudo(function() {\n\t\t\treturn [ 0 ];\n\t\t}),\n\n\t\t\"last\": createPositionalPseudo(function( matchIndexes, length ) {\n\t\t\treturn [ length - 1 ];\n\t\t}),\n\n\t\t\"eq\": createPositionalPseudo(function( matchIndexes, length, argument ) {\n\t\t\treturn [ argument < 0 ? argument + length : argument ];\n\t\t}),\n\n\t\t\"even\": createPositionalPseudo(function( matchIndexes, length ) {\n\t\t\tvar i = 0;\n\t\t\tfor ( ; i < length; i += 2 ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t}),\n\n\t\t\"odd\": createPositionalPseudo(function( matchIndexes, length ) {\n\t\t\tvar i = 1;\n\t\t\tfor ( ; i < length; i += 2 ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t}),\n\n\t\t\"lt\": createPositionalPseudo(function( matchIndexes, length, argument ) {\n\t\t\tvar i = argument < 0 ? argument + length : argument;\n\t\t\tfor ( ; --i >= 0; ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t}),\n\n\t\t\"gt\": createPositionalPseudo(function( matchIndexes, length, argument ) {\n\t\t\tvar i = argument < 0 ? argument + length : argument;\n\t\t\tfor ( ; ++i < length; ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t})\n\t}\n};\n\nExpr.pseudos[\"nth\"] = Expr.pseudos[\"eq\"];\n\n// Add button/input type pseudos\nfor ( i in { radio: true, checkbox: true, file: true, password: true, image: true } ) {\n\tExpr.pseudos[ i ] = createInputPseudo( i );\n}\nfor ( i in { submit: true, reset: true } ) {\n\tExpr.pseudos[ i ] = createButtonPseudo( i );\n}\n\n// Easy API for creating new setFilters\nfunction setFilters() {}\nsetFilters.prototype = Expr.filters = Expr.pseudos;\nExpr.setFilters = new setFilters();\n\ntokenize = Sizzle.tokenize = function( selector, parseOnly ) {\n\tvar matched, match, tokens, type,\n\t\tsoFar, groups, preFilters,\n\t\tcached = tokenCache[ selector + \" \" ];\n\n\tif ( cached ) {\n\t\treturn parseOnly ? 0 : cached.slice( 0 );\n\t}\n\n\tsoFar = selector;\n\tgroups = [];\n\tpreFilters = Expr.preFilter;\n\n\twhile ( soFar ) {\n\n\t\t// Comma and first run\n\t\tif ( !matched || (match = rcomma.exec( soFar )) ) {\n\t\t\tif ( match ) {\n\t\t\t\t// Don't consume trailing commas as valid\n\t\t\t\tsoFar = soFar.slice( match[0].length ) || soFar;\n\t\t\t}\n\t\t\tgroups.push( (tokens = []) );\n\t\t}\n\n\t\tmatched = false;\n\n\t\t// Combinators\n\t\tif ( (match = rcombinators.exec( soFar )) ) {\n\t\t\tmatched = match.shift();\n\t\t\ttokens.push({\n\t\t\t\tvalue: matched,\n\t\t\t\t// Cast descendant combinators to space\n\t\t\t\ttype: match[0].replace( rtrim, \" \" )\n\t\t\t});\n\t\t\tsoFar = soFar.slice( matched.length );\n\t\t}\n\n\t\t// Filters\n\t\tfor ( type in Expr.filter ) {\n\t\t\tif ( (match = matchExpr[ type ].exec( soFar )) && (!preFilters[ type ] ||\n\t\t\t\t(match = preFilters[ type ]( match ))) ) {\n\t\t\t\tmatched = match.shift();\n\t\t\t\ttokens.push({\n\t\t\t\t\tvalue: matched,\n\t\t\t\t\ttype: type,\n\t\t\t\t\tmatches: match\n\t\t\t\t});\n\t\t\t\tsoFar = soFar.slice( matched.length );\n\t\t\t}\n\t\t}\n\n\t\tif ( !matched ) {\n\t\t\tbreak;\n\t\t}\n\t}\n\n\t// Return the length of the invalid excess\n\t// if we're just parsing\n\t// Otherwise, throw an error or return tokens\n\treturn parseOnly ?\n\t\tsoFar.length :\n\t\tsoFar ?\n\t\t\tSizzle.error( selector ) :\n\t\t\t// Cache the tokens\n\t\t\ttokenCache( selector, groups ).slice( 0 );\n};\n\nfunction toSelector( tokens ) {\n\tvar i = 0,\n\t\tlen = tokens.length,\n\t\tselector = \"\";\n\tfor ( ; i < len; i++ ) {\n\t\tselector += tokens[i].value;\n\t}\n\treturn selector;\n}\n\nfunction addCombinator( matcher, combinator, base ) {\n\tvar dir = combinator.dir,\n\t\tskip = combinator.next,\n\t\tkey = skip || dir,\n\t\tcheckNonElements = base && key === \"parentNode\",\n\t\tdoneName = done++;\n\n\treturn combinator.first ?\n\t\t// Check against closest ancestor/preceding element\n\t\tfunction( elem, context, xml ) {\n\t\t\twhile ( (elem = elem[ dir ]) ) {\n\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\treturn matcher( elem, context, xml );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t} :\n\n\t\t// Check against all ancestor/preceding elements\n\t\tfunction( elem, context, xml ) {\n\t\t\tvar oldCache, uniqueCache, outerCache,\n\t\t\t\tnewCache = [ dirruns, doneName ];\n\n\t\t\t// We can't set arbitrary data on XML nodes, so they don't benefit from combinator caching\n\t\t\tif ( xml ) {\n\t\t\t\twhile ( (elem = elem[ dir ]) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\t\tif ( matcher( elem, context, xml ) ) {\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\twhile ( (elem = elem[ dir ]) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\t\touterCache = elem[ expando ] || (elem[ expando ] = {});\n\n\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\tuniqueCache = outerCache[ elem.uniqueID ] || (outerCache[ elem.uniqueID ] = {});\n\n\t\t\t\t\t\tif ( skip && skip === elem.nodeName.toLowerCase() ) {\n\t\t\t\t\t\t\telem = elem[ dir ] || elem;\n\t\t\t\t\t\t} else if ( (oldCache = uniqueCache[ key ]) &&\n\t\t\t\t\t\t\toldCache[ 0 ] === dirruns && oldCache[ 1 ] === doneName ) {\n\n\t\t\t\t\t\t\t// Assign to newCache so results back-propagate to previous elements\n\t\t\t\t\t\t\treturn (newCache[ 2 ] = oldCache[ 2 ]);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t// Reuse newcache so results back-propagate to previous elements\n\t\t\t\t\t\t\tuniqueCache[ key ] = newCache;\n\n\t\t\t\t\t\t\t// A match means we're done; a fail means we have to keep checking\n\t\t\t\t\t\t\tif ( (newCache[ 2 ] = matcher( elem, context, xml )) ) {\n\t\t\t\t\t\t\t\treturn true;\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\t\treturn false;\n\t\t};\n}\n\nfunction elementMatcher( matchers ) {\n\treturn matchers.length > 1 ?\n\t\tfunction( elem, context, xml ) {\n\t\t\tvar i = matchers.length;\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( !matchers[i]( elem, context, xml ) ) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t} :\n\t\tmatchers[0];\n}\n\nfunction multipleContexts( selector, contexts, results ) {\n\tvar i = 0,\n\t\tlen = contexts.length;\n\tfor ( ; i < len; i++ ) {\n\t\tSizzle( selector, contexts[i], results );\n\t}\n\treturn results;\n}\n\nfunction condense( unmatched, map, filter, context, xml ) {\n\tvar elem,\n\t\tnewUnmatched = [],\n\t\ti = 0,\n\t\tlen = unmatched.length,\n\t\tmapped = map != null;\n\n\tfor ( ; i < len; i++ ) {\n\t\tif ( (elem = unmatched[i]) ) {\n\t\t\tif ( !filter || filter( elem, context, xml ) ) {\n\t\t\t\tnewUnmatched.push( elem );\n\t\t\t\tif ( mapped ) {\n\t\t\t\t\tmap.push( i );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn newUnmatched;\n}\n\nfunction setMatcher( preFilter, selector, matcher, postFilter, postFinder, postSelector ) {\n\tif ( postFilter && !postFilter[ expando ] ) {\n\t\tpostFilter = setMatcher( postFilter );\n\t}\n\tif ( postFinder && !postFinder[ expando ] ) {\n\t\tpostFinder = setMatcher( postFinder, postSelector );\n\t}\n\treturn markFunction(function( seed, results, context, xml ) {\n\t\tvar temp, i, elem,\n\t\t\tpreMap = [],\n\t\t\tpostMap = [],\n\t\t\tpreexisting = results.length,\n\n\t\t\t// Get initial elements from seed or context\n\t\t\telems = seed || multipleContexts( selector || \"*\", context.nodeType ? [ context ] : context, [] ),\n\n\t\t\t// Prefilter to get matcher input, preserving a map for seed-results synchronization\n\t\t\tmatcherIn = preFilter && ( seed || !selector ) ?\n\t\t\t\tcondense( elems, preMap, preFilter, context, xml ) :\n\t\t\t\telems,\n\n\t\t\tmatcherOut = matcher ?\n\t\t\t\t// If we have a postFinder, or filtered seed, or non-seed postFilter or preexisting results,\n\t\t\t\tpostFinder || ( seed ? preFilter : preexisting || postFilter ) ?\n\n\t\t\t\t\t// ...intermediate processing is necessary\n\t\t\t\t\t[] :\n\n\t\t\t\t\t// ...otherwise use results directly\n\t\t\t\t\tresults :\n\t\t\t\tmatcherIn;\n\n\t\t// Find primary matches\n\t\tif ( matcher ) {\n\t\t\tmatcher( matcherIn, matcherOut, context, xml );\n\t\t}\n\n\t\t// Apply postFilter\n\t\tif ( postFilter ) {\n\t\t\ttemp = condense( matcherOut, postMap );\n\t\t\tpostFilter( temp, [], context, xml );\n\n\t\t\t// Un-match failing elements by moving them back to matcherIn\n\t\t\ti = temp.length;\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( (elem = temp[i]) ) {\n\t\t\t\t\tmatcherOut[ postMap[i] ] = !(matcherIn[ postMap[i] ] = elem);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif ( seed ) {\n\t\t\tif ( postFinder || preFilter ) {\n\t\t\t\tif ( postFinder ) {\n\t\t\t\t\t// Get the final matcherOut by condensing this intermediate into postFinder contexts\n\t\t\t\t\ttemp = [];\n\t\t\t\t\ti = matcherOut.length;\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tif ( (elem = matcherOut[i]) ) {\n\t\t\t\t\t\t\t// Restore matcherIn since elem is not yet a final match\n\t\t\t\t\t\t\ttemp.push( (matcherIn[i] = elem) );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpostFinder( null, (matcherOut = []), temp, xml );\n\t\t\t\t}\n\n\t\t\t\t// Move matched elements from seed to results to keep them synchronized\n\t\t\t\ti = matcherOut.length;\n\t\t\t\twhile ( i-- ) {\n\t\t\t\t\tif ( (elem = matcherOut[i]) &&\n\t\t\t\t\t\t(temp = postFinder ? indexOf( seed, elem ) : preMap[i]) > -1 ) {\n\n\t\t\t\t\t\tseed[temp] = !(results[temp] = elem);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Add elements to results, through postFinder if defined\n\t\t} else {\n\t\t\tmatcherOut = condense(\n\t\t\t\tmatcherOut === results ?\n\t\t\t\t\tmatcherOut.splice( preexisting, matcherOut.length ) :\n\t\t\t\t\tmatcherOut\n\t\t\t);\n\t\t\tif ( postFinder ) {\n\t\t\t\tpostFinder( null, results, matcherOut, xml );\n\t\t\t} else {\n\t\t\t\tpush.apply( results, matcherOut );\n\t\t\t}\n\t\t}\n\t});\n}\n\nfunction matcherFromTokens( tokens ) {\n\tvar checkContext, matcher, j,\n\t\tlen = tokens.length,\n\t\tleadingRelative = Expr.relative[ tokens[0].type ],\n\t\timplicitRelative = leadingRelative || Expr.relative[\" \"],\n\t\ti = leadingRelative ? 1 : 0,\n\n\t\t// The foundational matcher ensures that elements are reachable from top-level context(s)\n\t\tmatchContext = addCombinator( function( elem ) {\n\t\t\treturn elem === checkContext;\n\t\t}, implicitRelative, true ),\n\t\tmatchAnyContext = addCombinator( function( elem ) {\n\t\t\treturn indexOf( checkContext, elem ) > -1;\n\t\t}, implicitRelative, true ),\n\t\tmatchers = [ function( elem, context, xml ) {\n\t\t\tvar ret = ( !leadingRelative && ( xml || context !== outermostContext ) ) || (\n\t\t\t\t(checkContext = context).nodeType ?\n\t\t\t\t\tmatchContext( elem, context, xml ) :\n\t\t\t\t\tmatchAnyContext( elem, context, xml ) );\n\t\t\t// Avoid hanging onto element (issue #299)\n\t\t\tcheckContext = null;\n\t\t\treturn ret;\n\t\t} ];\n\n\tfor ( ; i < len; i++ ) {\n\t\tif ( (matcher = Expr.relative[ tokens[i].type ]) ) {\n\t\t\tmatchers = [ addCombinator(elementMatcher( matchers ), matcher) ];\n\t\t} else {\n\t\t\tmatcher = Expr.filter[ tokens[i].type ].apply( null, tokens[i].matches );\n\n\t\t\t// Return special upon seeing a positional matcher\n\t\t\tif ( matcher[ expando ] ) {\n\t\t\t\t// Find the next relative operator (if any) for proper handling\n\t\t\t\tj = ++i;\n\t\t\t\tfor ( ; j < len; j++ ) {\n\t\t\t\t\tif ( Expr.relative[ tokens[j].type ] ) {\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn setMatcher(\n\t\t\t\t\ti > 1 && elementMatcher( matchers ),\n\t\t\t\t\ti > 1 && toSelector(\n\t\t\t\t\t\t// If the preceding token was a descendant combinator, insert an implicit any-element `*`\n\t\t\t\t\t\ttokens.slice( 0, i - 1 ).concat({ value: tokens[ i - 2 ].type === \" \" ? \"*\" : \"\" })\n\t\t\t\t\t).replace( rtrim, \"$1\" ),\n\t\t\t\t\tmatcher,\n\t\t\t\t\ti < j && matcherFromTokens( tokens.slice( i, j ) ),\n\t\t\t\t\tj < len && matcherFromTokens( (tokens = tokens.slice( j )) ),\n\t\t\t\t\tj < len && toSelector( tokens )\n\t\t\t\t);\n\t\t\t}\n\t\t\tmatchers.push( matcher );\n\t\t}\n\t}\n\n\treturn elementMatcher( matchers );\n}\n\nfunction matcherFromGroupMatchers( elementMatchers, setMatchers ) {\n\tvar bySet = setMatchers.length > 0,\n\t\tbyElement = elementMatchers.length > 0,\n\t\tsuperMatcher = function( seed, context, xml, results, outermost ) {\n\t\t\tvar elem, j, matcher,\n\t\t\t\tmatchedCount = 0,\n\t\t\t\ti = \"0\",\n\t\t\t\tunmatched = seed && [],\n\t\t\t\tsetMatched = [],\n\t\t\t\tcontextBackup = outermostContext,\n\t\t\t\t// We must always have either seed elements or outermost context\n\t\t\t\telems = seed || byElement && Expr.find[\"TAG\"]( \"*\", outermost ),\n\t\t\t\t// Use integer dirruns iff this is the outermost matcher\n\t\t\t\tdirrunsUnique = (dirruns += contextBackup == null ? 1 : Math.random() || 0.1),\n\t\t\t\tlen = elems.length;\n\n\t\t\tif ( outermost ) {\n\t\t\t\toutermostContext = context === document || context || outermost;\n\t\t\t}\n\n\t\t\t// Add elements passing elementMatchers directly to results\n\t\t\t// Support: IE<9, Safari\n\t\t\t// Tolerate NodeList properties (IE: \"length\"; Safari: <number>) matching elements by id\n\t\t\tfor ( ; i !== len && (elem = elems[i]) != null; i++ ) {\n\t\t\t\tif ( byElement && elem ) {\n\t\t\t\t\tj = 0;\n\t\t\t\t\tif ( !context && elem.ownerDocument !== document ) {\n\t\t\t\t\t\tsetDocument( elem );\n\t\t\t\t\t\txml = !documentIsHTML;\n\t\t\t\t\t}\n\t\t\t\t\twhile ( (matcher = elementMatchers[j++]) ) {\n\t\t\t\t\t\tif ( matcher( elem, context || document, xml) ) {\n\t\t\t\t\t\t\tresults.push( elem );\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\tif ( outermost ) {\n\t\t\t\t\t\tdirruns = dirrunsUnique;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Track unmatched elements for set filters\n\t\t\t\tif ( bySet ) {\n\t\t\t\t\t// They will have gone through all possible matchers\n\t\t\t\t\tif ( (elem = !matcher && elem) ) {\n\t\t\t\t\t\tmatchedCount--;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Lengthen the array for every element, matched or not\n\t\t\t\t\tif ( seed ) {\n\t\t\t\t\t\tunmatched.push( elem );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// `i` is now the count of elements visited above, and adding it to `matchedCount`\n\t\t\t// makes the latter nonnegative.\n\t\t\tmatchedCount += i;\n\n\t\t\t// Apply set filters to unmatched elements\n\t\t\t// NOTE: This can be skipped if there are no unmatched elements (i.e., `matchedCount`\n\t\t\t// equals `i`), unless we didn't visit _any_ elements in the above loop because we have\n\t\t\t// no element matchers and no seed.\n\t\t\t// Incrementing an initially-string \"0\" `i` allows `i` to remain a string only in that\n\t\t\t// case, which will result in a \"00\" `matchedCount` that differs from `i` but is also\n\t\t\t// numerically zero.\n\t\t\tif ( bySet && i !== matchedCount ) {\n\t\t\t\tj = 0;\n\t\t\t\twhile ( (matcher = setMatchers[j++]) ) {\n\t\t\t\t\tmatcher( unmatched, setMatched, context, xml );\n\t\t\t\t}\n\n\t\t\t\tif ( seed ) {\n\t\t\t\t\t// Reintegrate element matches to eliminate the need for sorting\n\t\t\t\t\tif ( matchedCount > 0 ) {\n\t\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\t\tif ( !(unmatched[i] || setMatched[i]) ) {\n\t\t\t\t\t\t\t\tsetMatched[i] = pop.call( results );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Discard index placeholder values to get only actual matches\n\t\t\t\t\tsetMatched = condense( setMatched );\n\t\t\t\t}\n\n\t\t\t\t// Add matches to results\n\t\t\t\tpush.apply( results, setMatched );\n\n\t\t\t\t// Seedless set matches succeeding multiple successful matchers stipulate sorting\n\t\t\t\tif ( outermost && !seed && setMatched.length > 0 &&\n\t\t\t\t\t( matchedCount + setMatchers.length ) > 1 ) {\n\n\t\t\t\t\tSizzle.uniqueSort( results );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Override manipulation of globals by nested matchers\n\t\t\tif ( outermost ) {\n\t\t\t\tdirruns = dirrunsUnique;\n\t\t\t\toutermostContext = contextBackup;\n\t\t\t}\n\n\t\t\treturn unmatched;\n\t\t};\n\n\treturn bySet ?\n\t\tmarkFunction( superMatcher ) :\n\t\tsuperMatcher;\n}\n\ncompile = Sizzle.compile = function( selector, match /* Internal Use Only */ ) {\n\tvar i,\n\t\tsetMatchers = [],\n\t\telementMatchers = [],\n\t\tcached = compilerCache[ selector + \" \" ];\n\n\tif ( !cached ) {\n\t\t// Generate a function of recursive functions that can be used to check each element\n\t\tif ( !match ) {\n\t\t\tmatch = tokenize( selector );\n\t\t}\n\t\ti = match.length;\n\t\twhile ( i-- ) {\n\t\t\tcached = matcherFromTokens( match[i] );\n\t\t\tif ( cached[ expando ] ) {\n\t\t\t\tsetMatchers.push( cached );\n\t\t\t} else {\n\t\t\t\telementMatchers.push( cached );\n\t\t\t}\n\t\t}\n\n\t\t// Cache the compiled function\n\t\tcached = compilerCache( selector, matcherFromGroupMatchers( elementMatchers, setMatchers ) );\n\n\t\t// Save selector and tokenization\n\t\tcached.selector = selector;\n\t}\n\treturn cached;\n};\n\n/**\n * A low-level selection function that works with Sizzle's compiled\n *  selector functions\n * @param {String|Function} selector A selector or a pre-compiled\n *  selector function built with Sizzle.compile\n * @param {Element} context\n * @param {Array} [results]\n * @param {Array} [seed] A set of elements to match against\n */\nselect = Sizzle.select = function( selector, context, results, seed ) {\n\tvar i, tokens, token, type, find,\n\t\tcompiled = typeof selector === \"function\" && selector,\n\t\tmatch = !seed && tokenize( (selector = compiled.selector || selector) );\n\n\tresults = results || [];\n\n\t// Try to minimize operations if there is only one selector in the list and no seed\n\t// (the latter of which guarantees us context)\n\tif ( match.length === 1 ) {\n\n\t\t// Reduce context if the leading compound selector is an ID\n\t\ttokens = match[0] = match[0].slice( 0 );\n\t\tif ( tokens.length > 2 && (token = tokens[0]).type === \"ID\" &&\n\t\t\t\tcontext.nodeType === 9 && documentIsHTML && Expr.relative[ tokens[1].type ] ) {\n\n\t\t\tcontext = ( Expr.find[\"ID\"]( token.matches[0].replace(runescape, funescape), context ) || [] )[0];\n\t\t\tif ( !context ) {\n\t\t\t\treturn results;\n\n\t\t\t// Precompiled matchers will still verify ancestry, so step up a level\n\t\t\t} else if ( compiled ) {\n\t\t\t\tcontext = context.parentNode;\n\t\t\t}\n\n\t\t\tselector = selector.slice( tokens.shift().value.length );\n\t\t}\n\n\t\t// Fetch a seed set for right-to-left matching\n\t\ti = matchExpr[\"needsContext\"].test( selector ) ? 0 : tokens.length;\n\t\twhile ( i-- ) {\n\t\t\ttoken = tokens[i];\n\n\t\t\t// Abort if we hit a combinator\n\t\t\tif ( Expr.relative[ (type = token.type) ] ) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif ( (find = Expr.find[ type ]) ) {\n\t\t\t\t// Search, expanding context for leading sibling combinators\n\t\t\t\tif ( (seed = find(\n\t\t\t\t\ttoken.matches[0].replace( runescape, funescape ),\n\t\t\t\t\trsibling.test( tokens[0].type ) && testContext( context.parentNode ) || context\n\t\t\t\t)) ) {\n\n\t\t\t\t\t// If seed is empty or no tokens remain, we can return early\n\t\t\t\t\ttokens.splice( i, 1 );\n\t\t\t\t\tselector = seed.length && toSelector( tokens );\n\t\t\t\t\tif ( !selector ) {\n\t\t\t\t\t\tpush.apply( results, seed );\n\t\t\t\t\t\treturn results;\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// Compile and execute a filtering function if one is not provided\n\t// Provide `match` to avoid retokenization if we modified the selector above\n\t( compiled || compile( selector, match ) )(\n\t\tseed,\n\t\tcontext,\n\t\t!documentIsHTML,\n\t\tresults,\n\t\t!context || rsibling.test( selector ) && testContext( context.parentNode ) || context\n\t);\n\treturn results;\n};\n\n// One-time assignments\n\n// Sort stability\nsupport.sortStable = expando.split(\"\").sort( sortOrder ).join(\"\") === expando;\n\n// Support: Chrome 14-35+\n// Always assume duplicates if they aren't passed to the comparison function\nsupport.detectDuplicates = !!hasDuplicate;\n\n// Initialize against the default document\nsetDocument();\n\n// Support: Webkit<537.32 - Safari 6.0.3/Chrome 25 (fixed in Chrome 27)\n// Detached nodes confoundingly follow *each other*\nsupport.sortDetached = assert(function( el ) {\n\t// Should return 1, but returns 4 (following)\n\treturn el.compareDocumentPosition( document.createElement(\"fieldset\") ) & 1;\n});\n\n// Support: IE<8\n// Prevent attribute/property \"interpolation\"\n// https://msdn.microsoft.com/en-us/library/ms536429%28VS.85%29.aspx\nif ( !assert(function( el ) {\n\tel.innerHTML = \"<a href='#'></a>\";\n\treturn el.firstChild.getAttribute(\"href\") === \"#\" ;\n}) ) {\n\taddHandle( \"type|href|height|width\", function( elem, name, isXML ) {\n\t\tif ( !isXML ) {\n\t\t\treturn elem.getAttribute( name, name.toLowerCase() === \"type\" ? 1 : 2 );\n\t\t}\n\t});\n}\n\n// Support: IE<9\n// Use defaultValue in place of getAttribute(\"value\")\nif ( !support.attributes || !assert(function( el ) {\n\tel.innerHTML = \"<input/>\";\n\tel.firstChild.setAttribute( \"value\", \"\" );\n\treturn el.firstChild.getAttribute( \"value\" ) === \"\";\n}) ) {\n\taddHandle( \"value\", function( elem, name, isXML ) {\n\t\tif ( !isXML && elem.nodeName.toLowerCase() === \"input\" ) {\n\t\t\treturn elem.defaultValue;\n\t\t}\n\t});\n}\n\n// Support: IE<9\n// Use getAttributeNode to fetch booleans when getAttribute lies\nif ( !assert(function( el ) {\n\treturn el.getAttribute(\"disabled\") == null;\n}) ) {\n\taddHandle( booleans, function( elem, name, isXML ) {\n\t\tvar val;\n\t\tif ( !isXML ) {\n\t\t\treturn elem[ name ] === true ? name.toLowerCase() :\n\t\t\t\t\t(val = elem.getAttributeNode( name )) && val.specified ?\n\t\t\t\t\tval.value :\n\t\t\t\tnull;\n\t\t}\n\t});\n}\n\nreturn Sizzle;\n\n})( window );\n\n\n\njQuery.find = Sizzle;\njQuery.expr = Sizzle.selectors;\n\n// Deprecated\njQuery.expr[ \":\" ] = jQuery.expr.pseudos;\njQuery.uniqueSort = jQuery.unique = Sizzle.uniqueSort;\njQuery.text = Sizzle.getText;\njQuery.isXMLDoc = Sizzle.isXML;\njQuery.contains = Sizzle.contains;\njQuery.escapeSelector = Sizzle.escape;\n\n\n\n\nvar dir = function( elem, dir, until ) {\n\tvar matched = [],\n\t\ttruncate = until !== undefined;\n\n\twhile ( ( elem = elem[ dir ] ) && elem.nodeType !== 9 ) {\n\t\tif ( elem.nodeType === 1 ) {\n\t\t\tif ( truncate && jQuery( elem ).is( until ) ) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tmatched.push( elem );\n\t\t}\n\t}\n\treturn matched;\n};\n\n\nvar siblings = function( n, elem ) {\n\tvar matched = [];\n\n\tfor ( ; n; n = n.nextSibling ) {\n\t\tif ( n.nodeType === 1 && n !== elem ) {\n\t\t\tmatched.push( n );\n\t\t}\n\t}\n\n\treturn matched;\n};\n\n\nvar rneedsContext = jQuery.expr.match.needsContext;\n\n\n\nfunction nodeName( elem, name ) {\n\n  return elem.nodeName && elem.nodeName.toLowerCase() === name.toLowerCase();\n\n};\nvar rsingleTag = ( /^<([a-z][^\\/\\0>:\\x20\\t\\r\\n\\f]*)[\\x20\\t\\r\\n\\f]*\\/?>(?:<\\/\\1>|)$/i );\n\n\n\n// Implement the identical functionality for filter and not\nfunction winnow( elements, qualifier, not ) {\n\tif ( isFunction( qualifier ) ) {\n\t\treturn jQuery.grep( elements, function( elem, i ) {\n\t\t\treturn !!qualifier.call( elem, i, elem ) !== not;\n\t\t} );\n\t}\n\n\t// Single element\n\tif ( qualifier.nodeType ) {\n\t\treturn jQuery.grep( elements, function( elem ) {\n\t\t\treturn ( elem === qualifier ) !== not;\n\t\t} );\n\t}\n\n\t// Arraylike of elements (jQuery, arguments, Array)\n\tif ( typeof qualifier !== \"string\" ) {\n\t\treturn jQuery.grep( elements, function( elem ) {\n\t\t\treturn ( indexOf.call( qualifier, elem ) > -1 ) !== not;\n\t\t} );\n\t}\n\n\t// Filtered directly for both simple and complex selectors\n\treturn jQuery.filter( qualifier, elements, not );\n}\n\njQuery.filter = function( expr, elems, not ) {\n\tvar elem = elems[ 0 ];\n\n\tif ( not ) {\n\t\texpr = \":not(\" + expr + \")\";\n\t}\n\n\tif ( elems.length === 1 && elem.nodeType === 1 ) {\n\t\treturn jQuery.find.matchesSelector( elem, expr ) ? [ elem ] : [];\n\t}\n\n\treturn jQuery.find.matches( expr, jQuery.grep( elems, function( elem ) {\n\t\treturn elem.nodeType === 1;\n\t} ) );\n};\n\njQuery.fn.extend( {\n\tfind: function( selector ) {\n\t\tvar i, ret,\n\t\t\tlen = this.length,\n\t\t\tself = this;\n\n\t\tif ( typeof selector !== \"string\" ) {\n\t\t\treturn this.pushStack( jQuery( selector ).filter( function() {\n\t\t\t\tfor ( i = 0; i < len; i++ ) {\n\t\t\t\t\tif ( jQuery.contains( self[ i ], this ) ) {\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} ) );\n\t\t}\n\n\t\tret = this.pushStack( [] );\n\n\t\tfor ( i = 0; i < len; i++ ) {\n\t\t\tjQuery.find( selector, self[ i ], ret );\n\t\t}\n\n\t\treturn len > 1 ? jQuery.uniqueSort( ret ) : ret;\n\t},\n\tfilter: function( selector ) {\n\t\treturn this.pushStack( winnow( this, selector || [], false ) );\n\t},\n\tnot: function( selector ) {\n\t\treturn this.pushStack( winnow( this, selector || [], true ) );\n\t},\n\tis: function( selector ) {\n\t\treturn !!winnow(\n\t\t\tthis,\n\n\t\t\t// If this is a positional/relative selector, check membership in the returned set\n\t\t\t// so $(\"p:first\").is(\"p:last\") won't return true for a doc with two \"p\".\n\t\t\ttypeof selector === \"string\" && rneedsContext.test( selector ) ?\n\t\t\t\tjQuery( selector ) :\n\t\t\t\tselector || [],\n\t\t\tfalse\n\t\t).length;\n\t}\n} );\n\n\n// Initialize a jQuery object\n\n\n// A central reference to the root jQuery(document)\nvar rootjQuery,\n\n\t// A simple way to check for HTML strings\n\t// Prioritize #id over <tag> to avoid XSS via location.hash (#9521)\n\t// Strict HTML recognition (#11290: must start with <)\n\t// Shortcut simple #id case for speed\n\trquickExpr = /^(?:\\s*(<[\\w\\W]+>)[^>]*|#([\\w-]+))$/,\n\n\tinit = jQuery.fn.init = function( selector, context, root ) {\n\t\tvar match, elem;\n\n\t\t// HANDLE: $(\"\"), $(null), $(undefined), $(false)\n\t\tif ( !selector ) {\n\t\t\treturn this;\n\t\t}\n\n\t\t// Method init() accepts an alternate rootjQuery\n\t\t// so migrate can support jQuery.sub (gh-2101)\n\t\troot = root || rootjQuery;\n\n\t\t// Handle HTML strings\n\t\tif ( typeof selector === \"string\" ) {\n\t\t\tif ( selector[ 0 ] === \"<\" &&\n\t\t\t\tselector[ selector.length - 1 ] === \">\" &&\n\t\t\t\tselector.length >= 3 ) {\n\n\t\t\t\t// Assume that strings that start and end with <> are HTML and skip the regex check\n\t\t\t\tmatch = [ null, selector, null ];\n\n\t\t\t} else {\n\t\t\t\tmatch = rquickExpr.exec( selector );\n\t\t\t}\n\n\t\t\t// Match html or make sure no context is specified for #id\n\t\t\tif ( match && ( match[ 1 ] || !context ) ) {\n\n\t\t\t\t// HANDLE: $(html) -> $(array)\n\t\t\t\tif ( match[ 1 ] ) {\n\t\t\t\t\tcontext = context instanceof jQuery ? context[ 0 ] : context;\n\n\t\t\t\t\t// Option to run scripts is true for back-compat\n\t\t\t\t\t// Intentionally let the error be thrown if parseHTML is not present\n\t\t\t\t\tjQuery.merge( this, jQuery.parseHTML(\n\t\t\t\t\t\tmatch[ 1 ],\n\t\t\t\t\t\tcontext && context.nodeType ? context.ownerDocument || context : document,\n\t\t\t\t\t\ttrue\n\t\t\t\t\t) );\n\n\t\t\t\t\t// HANDLE: $(html, props)\n\t\t\t\t\tif ( rsingleTag.test( match[ 1 ] ) && jQuery.isPlainObject( context ) ) {\n\t\t\t\t\t\tfor ( match in context ) {\n\n\t\t\t\t\t\t\t// Properties of context are called as methods if possible\n\t\t\t\t\t\t\tif ( isFunction( this[ match ] ) ) {\n\t\t\t\t\t\t\t\tthis[ match ]( context[ match ] );\n\n\t\t\t\t\t\t\t// ...and otherwise set as attributes\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tthis.attr( match, context[ match ] );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\treturn this;\n\n\t\t\t\t// HANDLE: $(#id)\n\t\t\t\t} else {\n\t\t\t\t\telem = document.getElementById( match[ 2 ] );\n\n\t\t\t\t\tif ( elem ) {\n\n\t\t\t\t\t\t// Inject the element directly into the jQuery object\n\t\t\t\t\t\tthis[ 0 ] = elem;\n\t\t\t\t\t\tthis.length = 1;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\n\t\t\t// HANDLE: $(expr, $(...))\n\t\t\t} else if ( !context || context.jquery ) {\n\t\t\t\treturn ( context || root ).find( selector );\n\n\t\t\t// HANDLE: $(expr, context)\n\t\t\t// (which is just equivalent to: $(context).find(expr)\n\t\t\t} else {\n\t\t\t\treturn this.constructor( context ).find( selector );\n\t\t\t}\n\n\t\t// HANDLE: $(DOMElement)\n\t\t} else if ( selector.nodeType ) {\n\t\t\tthis[ 0 ] = selector;\n\t\t\tthis.length = 1;\n\t\t\treturn this;\n\n\t\t// HANDLE: $(function)\n\t\t// Shortcut for document ready\n\t\t} else if ( isFunction( selector ) ) {\n\t\t\treturn root.ready !== undefined ?\n\t\t\t\troot.ready( selector ) :\n\n\t\t\t\t// Execute immediately if ready is not present\n\t\t\t\tselector( jQuery );\n\t\t}\n\n\t\treturn jQuery.makeArray( selector, this );\n\t};\n\n// Give the init function the jQuery prototype for later instantiation\ninit.prototype = jQuery.fn;\n\n// Initialize central reference\nrootjQuery = jQuery( document );\n\n\nvar rparentsprev = /^(?:parents|prev(?:Until|All))/,\n\n\t// Methods guaranteed to produce a unique set when starting from a unique set\n\tguaranteedUnique = {\n\t\tchildren: true,\n\t\tcontents: true,\n\t\tnext: true,\n\t\tprev: true\n\t};\n\njQuery.fn.extend( {\n\thas: function( target ) {\n\t\tvar targets = jQuery( target, this ),\n\t\t\tl = targets.length;\n\n\t\treturn this.filter( function() {\n\t\t\tvar i = 0;\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tif ( jQuery.contains( this, targets[ i ] ) ) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t},\n\n\tclosest: function( selectors, context ) {\n\t\tvar cur,\n\t\t\ti = 0,\n\t\t\tl = this.length,\n\t\t\tmatched = [],\n\t\t\ttargets = typeof selectors !== \"string\" && jQuery( selectors );\n\n\t\t// Positional selectors never match, since there's no _selection_ context\n\t\tif ( !rneedsContext.test( selectors ) ) {\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tfor ( cur = this[ i ]; cur && cur !== context; cur = cur.parentNode ) {\n\n\t\t\t\t\t// Always skip document fragments\n\t\t\t\t\tif ( cur.nodeType < 11 && ( targets ?\n\t\t\t\t\t\ttargets.index( cur ) > -1 :\n\n\t\t\t\t\t\t// Don't pass non-elements to Sizzle\n\t\t\t\t\t\tcur.nodeType === 1 &&\n\t\t\t\t\t\t\tjQuery.find.matchesSelector( cur, selectors ) ) ) {\n\n\t\t\t\t\t\tmatched.push( cur );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this.pushStack( matched.length > 1 ? jQuery.uniqueSort( matched ) : matched );\n\t},\n\n\t// Determine the position of an element within the set\n\tindex: function( elem ) {\n\n\t\t// No argument, return index in parent\n\t\tif ( !elem ) {\n\t\t\treturn ( this[ 0 ] && this[ 0 ].parentNode ) ? this.first().prevAll().length : -1;\n\t\t}\n\n\t\t// Index in selector\n\t\tif ( typeof elem === \"string\" ) {\n\t\t\treturn indexOf.call( jQuery( elem ), this[ 0 ] );\n\t\t}\n\n\t\t// Locate the position of the desired element\n\t\treturn indexOf.call( this,\n\n\t\t\t// If it receives a jQuery object, the first element is used\n\t\t\telem.jquery ? elem[ 0 ] : elem\n\t\t);\n\t},\n\n\tadd: function( selector, context ) {\n\t\treturn this.pushStack(\n\t\t\tjQuery.uniqueSort(\n\t\t\t\tjQuery.merge( this.get(), jQuery( selector, context ) )\n\t\t\t)\n\t\t);\n\t},\n\n\taddBack: function( selector ) {\n\t\treturn this.add( selector == null ?\n\t\t\tthis.prevObject : this.prevObject.filter( selector )\n\t\t);\n\t}\n} );\n\nfunction sibling( cur, dir ) {\n\twhile ( ( cur = cur[ dir ] ) && cur.nodeType !== 1 ) {}\n\treturn cur;\n}\n\njQuery.each( {\n\tparent: function( elem ) {\n\t\tvar parent = elem.parentNode;\n\t\treturn parent && parent.nodeType !== 11 ? parent : null;\n\t},\n\tparents: function( elem ) {\n\t\treturn dir( elem, \"parentNode\" );\n\t},\n\tparentsUntil: function( elem, i, until ) {\n\t\treturn dir( elem, \"parentNode\", until );\n\t},\n\tnext: function( elem ) {\n\t\treturn sibling( elem, \"nextSibling\" );\n\t},\n\tprev: function( elem ) {\n\t\treturn sibling( elem, \"previousSibling\" );\n\t},\n\tnextAll: function( elem ) {\n\t\treturn dir( elem, \"nextSibling\" );\n\t},\n\tprevAll: function( elem ) {\n\t\treturn dir( elem, \"previousSibling\" );\n\t},\n\tnextUntil: function( elem, i, until ) {\n\t\treturn dir( elem, \"nextSibling\", until );\n\t},\n\tprevUntil: function( elem, i, until ) {\n\t\treturn dir( elem, \"previousSibling\", until );\n\t},\n\tsiblings: function( elem ) {\n\t\treturn siblings( ( elem.parentNode || {} ).firstChild, elem );\n\t},\n\tchildren: function( elem ) {\n\t\treturn siblings( elem.firstChild );\n\t},\n\tcontents: function( elem ) {\n        if ( nodeName( elem, \"iframe\" ) ) {\n            return elem.contentDocument;\n        }\n\n        // Support: IE 9 - 11 only, iOS 7 only, Android Browser <=4.3 only\n        // Treat the template element as a regular one in browsers that\n        // don't support it.\n        if ( nodeName( elem, \"template\" ) ) {\n            elem = elem.content || elem;\n        }\n\n        return jQuery.merge( [], elem.childNodes );\n\t}\n}, function( name, fn ) {\n\tjQuery.fn[ name ] = function( until, selector ) {\n\t\tvar matched = jQuery.map( this, fn, until );\n\n\t\tif ( name.slice( -5 ) !== \"Until\" ) {\n\t\t\tselector = until;\n\t\t}\n\n\t\tif ( selector && typeof selector === \"string\" ) {\n\t\t\tmatched = jQuery.filter( selector, matched );\n\t\t}\n\n\t\tif ( this.length > 1 ) {\n\n\t\t\t// Remove duplicates\n\t\t\tif ( !guaranteedUnique[ name ] ) {\n\t\t\t\tjQuery.uniqueSort( matched );\n\t\t\t}\n\n\t\t\t// Reverse order for parents* and prev-derivatives\n\t\t\tif ( rparentsprev.test( name ) ) {\n\t\t\t\tmatched.reverse();\n\t\t\t}\n\t\t}\n\n\t\treturn this.pushStack( matched );\n\t};\n} );\nvar rnothtmlwhite = ( /[^\\x20\\t\\r\\n\\f]+/g );\n\n\n\n// Convert String-formatted options into Object-formatted ones\nfunction createOptions( options ) {\n\tvar object = {};\n\tjQuery.each( options.match( rnothtmlwhite ) || [], function( _, flag ) {\n\t\tobject[ flag ] = true;\n\t} );\n\treturn object;\n}\n\n/*\n * Create a callback list using the following parameters:\n *\n *\toptions: an optional list of space-separated options that will change how\n *\t\t\tthe callback list behaves or a more traditional option object\n *\n * By default a callback list will act like an event callback list and can be\n * \"fired\" multiple times.\n *\n * Possible options:\n *\n *\tonce:\t\t\twill ensure the callback list can only be fired once (like a Deferred)\n *\n *\tmemory:\t\t\twill keep track of previous values and will call any callback added\n *\t\t\t\t\tafter the list has been fired right away with the latest \"memorized\"\n *\t\t\t\t\tvalues (like a Deferred)\n *\n *\tunique:\t\t\twill ensure a callback can only be added once (no duplicate in the list)\n *\n *\tstopOnFalse:\tinterrupt callings when a callback returns false\n *\n */\njQuery.Callbacks = function( options ) {\n\n\t// Convert options from String-formatted to Object-formatted if needed\n\t// (we check in cache first)\n\toptions = typeof options === \"string\" ?\n\t\tcreateOptions( options ) :\n\t\tjQuery.extend( {}, options );\n\n\tvar // Flag to know if list is currently firing\n\t\tfiring,\n\n\t\t// Last fire value for non-forgettable lists\n\t\tmemory,\n\n\t\t// Flag to know if list was already fired\n\t\tfired,\n\n\t\t// Flag to prevent firing\n\t\tlocked,\n\n\t\t// Actual callback list\n\t\tlist = [],\n\n\t\t// Queue of execution data for repeatable lists\n\t\tqueue = [],\n\n\t\t// Index of currently firing callback (modified by add/remove as needed)\n\t\tfiringIndex = -1,\n\n\t\t// Fire callbacks\n\t\tfire = function() {\n\n\t\t\t// Enforce single-firing\n\t\t\tlocked = locked || options.once;\n\n\t\t\t// Execute callbacks for all pending executions,\n\t\t\t// respecting firingIndex overrides and runtime changes\n\t\t\tfired = firing = true;\n\t\t\tfor ( ; queue.length; firingIndex = -1 ) {\n\t\t\t\tmemory = queue.shift();\n\t\t\t\twhile ( ++firingIndex < list.length ) {\n\n\t\t\t\t\t// Run callback and check for early termination\n\t\t\t\t\tif ( list[ firingIndex ].apply( memory[ 0 ], memory[ 1 ] ) === false &&\n\t\t\t\t\t\toptions.stopOnFalse ) {\n\n\t\t\t\t\t\t// Jump to end and forget the data so .add doesn't re-fire\n\t\t\t\t\t\tfiringIndex = list.length;\n\t\t\t\t\t\tmemory = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Forget the data if we're done with it\n\t\t\tif ( !options.memory ) {\n\t\t\t\tmemory = false;\n\t\t\t}\n\n\t\t\tfiring = false;\n\n\t\t\t// Clean up if we're done firing for good\n\t\t\tif ( locked ) {\n\n\t\t\t\t// Keep an empty list if we have data for future add calls\n\t\t\t\tif ( memory ) {\n\t\t\t\t\tlist = [];\n\n\t\t\t\t// Otherwise, this object is spent\n\t\t\t\t} else {\n\t\t\t\t\tlist = \"\";\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\t// Actual Callbacks object\n\t\tself = {\n\n\t\t\t// Add a callback or a collection of callbacks to the list\n\t\t\tadd: function() {\n\t\t\t\tif ( list ) {\n\n\t\t\t\t\t// If we have memory from a past run, we should fire after adding\n\t\t\t\t\tif ( memory && !firing ) {\n\t\t\t\t\t\tfiringIndex = list.length - 1;\n\t\t\t\t\t\tqueue.push( memory );\n\t\t\t\t\t}\n\n\t\t\t\t\t( function add( args ) {\n\t\t\t\t\t\tjQuery.each( args, function( _, arg ) {\n\t\t\t\t\t\t\tif ( isFunction( arg ) ) {\n\t\t\t\t\t\t\t\tif ( !options.unique || !self.has( arg ) ) {\n\t\t\t\t\t\t\t\t\tlist.push( arg );\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if ( arg && arg.length && toType( arg ) !== \"string\" ) {\n\n\t\t\t\t\t\t\t\t// Inspect recursively\n\t\t\t\t\t\t\t\tadd( arg );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} );\n\t\t\t\t\t} )( arguments );\n\n\t\t\t\t\tif ( memory && !firing ) {\n\t\t\t\t\t\tfire();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Remove a callback from the list\n\t\t\tremove: function() {\n\t\t\t\tjQuery.each( arguments, function( _, arg ) {\n\t\t\t\t\tvar index;\n\t\t\t\t\twhile ( ( index = jQuery.inArray( arg, list, index ) ) > -1 ) {\n\t\t\t\t\t\tlist.splice( index, 1 );\n\n\t\t\t\t\t\t// Handle firing indexes\n\t\t\t\t\t\tif ( index <= firingIndex ) {\n\t\t\t\t\t\t\tfiringIndex--;\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\n\t\t\t// Check if a given callback is in the list.\n\t\t\t// If no argument is given, return whether or not list has callbacks attached.\n\t\t\thas: function( fn ) {\n\t\t\t\treturn fn ?\n\t\t\t\t\tjQuery.inArray( fn, list ) > -1 :\n\t\t\t\t\tlist.length > 0;\n\t\t\t},\n\n\t\t\t// Remove all callbacks from the list\n\t\t\tempty: function() {\n\t\t\t\tif ( list ) {\n\t\t\t\t\tlist = [];\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Disable .fire and .add\n\t\t\t// Abort any current/pending executions\n\t\t\t// Clear all callbacks and values\n\t\t\tdisable: function() {\n\t\t\t\tlocked = queue = [];\n\t\t\t\tlist = memory = \"\";\n\t\t\t\treturn this;\n\t\t\t},\n\t\t\tdisabled: function() {\n\t\t\t\treturn !list;\n\t\t\t},\n\n\t\t\t// Disable .fire\n\t\t\t// Also disable .add unless we have memory (since it would have no effect)\n\t\t\t// Abort any pending executions\n\t\t\tlock: function() {\n\t\t\t\tlocked = queue = [];\n\t\t\t\tif ( !memory && !firing ) {\n\t\t\t\t\tlist = memory = \"\";\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\t\t\tlocked: function() {\n\t\t\t\treturn !!locked;\n\t\t\t},\n\n\t\t\t// Call all callbacks with the given context and arguments\n\t\t\tfireWith: function( context, args ) {\n\t\t\t\tif ( !locked ) {\n\t\t\t\t\targs = args || [];\n\t\t\t\t\targs = [ context, args.slice ? args.slice() : args ];\n\t\t\t\t\tqueue.push( args );\n\t\t\t\t\tif ( !firing ) {\n\t\t\t\t\t\tfire();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Call all the callbacks with the given arguments\n\t\t\tfire: function() {\n\t\t\t\tself.fireWith( this, arguments );\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// To know if the callbacks have already been called at least once\n\t\t\tfired: function() {\n\t\t\t\treturn !!fired;\n\t\t\t}\n\t\t};\n\n\treturn self;\n};\n\n\nfunction Identity( v ) {\n\treturn v;\n}\nfunction Thrower( ex ) {\n\tthrow ex;\n}\n\nfunction adoptValue( value, resolve, reject, noValue ) {\n\tvar method;\n\n\ttry {\n\n\t\t// Check for promise aspect first to privilege synchronous behavior\n\t\tif ( value && isFunction( ( method = value.promise ) ) ) {\n\t\t\tmethod.call( value ).done( resolve ).fail( reject );\n\n\t\t// Other thenables\n\t\t} else if ( value && isFunction( ( method = value.then ) ) ) {\n\t\t\tmethod.call( value, resolve, reject );\n\n\t\t// Other non-thenables\n\t\t} else {\n\n\t\t\t// Control `resolve` arguments by letting Array#slice cast boolean `noValue` to integer:\n\t\t\t// * false: [ value ].slice( 0 ) => resolve( value )\n\t\t\t// * true: [ value ].slice( 1 ) => resolve()\n\t\t\tresolve.apply( undefined, [ value ].slice( noValue ) );\n\t\t}\n\n\t// For Promises/A+, convert exceptions into rejections\n\t// Since jQuery.when doesn't unwrap thenables, we can skip the extra checks appearing in\n\t// Deferred#then to conditionally suppress rejection.\n\t} catch ( value ) {\n\n\t\t// Support: Android 4.0 only\n\t\t// Strict mode functions invoked without .call/.apply get global-object context\n\t\treject.apply( undefined, [ value ] );\n\t}\n}\n\njQuery.extend( {\n\n\tDeferred: function( func ) {\n\t\tvar tuples = [\n\n\t\t\t\t// action, add listener, callbacks,\n\t\t\t\t// ... .then handlers, argument index, [final state]\n\t\t\t\t[ \"notify\", \"progress\", jQuery.Callbacks( \"memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"memory\" ), 2 ],\n\t\t\t\t[ \"resolve\", \"done\", jQuery.Callbacks( \"once memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"once memory\" ), 0, \"resolved\" ],\n\t\t\t\t[ \"reject\", \"fail\", jQuery.Callbacks( \"once memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"once memory\" ), 1, \"rejected\" ]\n\t\t\t],\n\t\t\tstate = \"pending\",\n\t\t\tpromise = {\n\t\t\t\tstate: function() {\n\t\t\t\t\treturn state;\n\t\t\t\t},\n\t\t\t\talways: function() {\n\t\t\t\t\tdeferred.done( arguments ).fail( arguments );\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\t\t\t\t\"catch\": function( fn ) {\n\t\t\t\t\treturn promise.then( null, fn );\n\t\t\t\t},\n\n\t\t\t\t// Keep pipe for back-compat\n\t\t\t\tpipe: function( /* fnDone, fnFail, fnProgress */ ) {\n\t\t\t\t\tvar fns = arguments;\n\n\t\t\t\t\treturn jQuery.Deferred( function( newDefer ) {\n\t\t\t\t\t\tjQuery.each( tuples, function( i, tuple ) {\n\n\t\t\t\t\t\t\t// Map tuples (progress, done, fail) to arguments (done, fail, progress)\n\t\t\t\t\t\t\tvar fn = isFunction( fns[ tuple[ 4 ] ] ) && fns[ tuple[ 4 ] ];\n\n\t\t\t\t\t\t\t// deferred.progress(function() { bind to newDefer or newDefer.notify })\n\t\t\t\t\t\t\t// deferred.done(function() { bind to newDefer or newDefer.resolve })\n\t\t\t\t\t\t\t// deferred.fail(function() { bind to newDefer or newDefer.reject })\n\t\t\t\t\t\t\tdeferred[ tuple[ 1 ] ]( function() {\n\t\t\t\t\t\t\t\tvar returned = fn && fn.apply( this, arguments );\n\t\t\t\t\t\t\t\tif ( returned && isFunction( returned.promise ) ) {\n\t\t\t\t\t\t\t\t\treturned.promise()\n\t\t\t\t\t\t\t\t\t\t.progress( newDefer.notify )\n\t\t\t\t\t\t\t\t\t\t.done( newDefer.resolve )\n\t\t\t\t\t\t\t\t\t\t.fail( newDefer.reject );\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tnewDefer[ tuple[ 0 ] + \"With\" ](\n\t\t\t\t\t\t\t\t\t\tthis,\n\t\t\t\t\t\t\t\t\t\tfn ? [ returned ] : arguments\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\tfns = null;\n\t\t\t\t\t} ).promise();\n\t\t\t\t},\n\t\t\t\tthen: function( onFulfilled, onRejected, onProgress ) {\n\t\t\t\t\tvar maxDepth = 0;\n\t\t\t\t\tfunction resolve( depth, deferred, handler, special ) {\n\t\t\t\t\t\treturn function() {\n\t\t\t\t\t\t\tvar that = this,\n\t\t\t\t\t\t\t\targs = arguments,\n\t\t\t\t\t\t\t\tmightThrow = function() {\n\t\t\t\t\t\t\t\t\tvar returned, then;\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.3\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-59\n\t\t\t\t\t\t\t\t\t// Ignore double-resolution attempts\n\t\t\t\t\t\t\t\t\tif ( depth < maxDepth ) {\n\t\t\t\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\treturned = handler.apply( that, args );\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.1\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-48\n\t\t\t\t\t\t\t\t\tif ( returned === deferred.promise() ) {\n\t\t\t\t\t\t\t\t\t\tthrow new TypeError( \"Thenable self-resolution\" );\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ sections 2.3.3.1, 3.5\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-54\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-75\n\t\t\t\t\t\t\t\t\t// Retrieve `then` only once\n\t\t\t\t\t\t\t\t\tthen = returned &&\n\n\t\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.4\n\t\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-64\n\t\t\t\t\t\t\t\t\t\t// Only check objects and functions for thenability\n\t\t\t\t\t\t\t\t\t\t( typeof returned === \"object\" ||\n\t\t\t\t\t\t\t\t\t\t\ttypeof returned === \"function\" ) &&\n\t\t\t\t\t\t\t\t\t\treturned.then;\n\n\t\t\t\t\t\t\t\t\t// Handle a returned thenable\n\t\t\t\t\t\t\t\t\tif ( isFunction( then ) ) {\n\n\t\t\t\t\t\t\t\t\t\t// Special processors (notify) just wait for resolution\n\t\t\t\t\t\t\t\t\t\tif ( special ) {\n\t\t\t\t\t\t\t\t\t\t\tthen.call(\n\t\t\t\t\t\t\t\t\t\t\t\treturned,\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Thrower, special )\n\t\t\t\t\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t\t\t\t\t// Normal processors (resolve) also hook into progress\n\t\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t\t// ...and disregard older resolution values\n\t\t\t\t\t\t\t\t\t\t\tmaxDepth++;\n\n\t\t\t\t\t\t\t\t\t\t\tthen.call(\n\t\t\t\t\t\t\t\t\t\t\t\treturned,\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Thrower, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity,\n\t\t\t\t\t\t\t\t\t\t\t\t\tdeferred.notifyWith )\n\t\t\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t// Handle all other returned values\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t// Only substitute handlers pass on context\n\t\t\t\t\t\t\t\t\t\t// and multiple values (non-spec behavior)\n\t\t\t\t\t\t\t\t\t\tif ( handler !== Identity ) {\n\t\t\t\t\t\t\t\t\t\t\tthat = undefined;\n\t\t\t\t\t\t\t\t\t\t\targs = [ returned ];\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t// Process the value(s)\n\t\t\t\t\t\t\t\t\t\t// Default process is resolve\n\t\t\t\t\t\t\t\t\t\t( special || deferred.resolveWith )( that, args );\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t},\n\n\t\t\t\t\t\t\t\t// Only normal processors (resolve) catch and reject exceptions\n\t\t\t\t\t\t\t\tprocess = special ?\n\t\t\t\t\t\t\t\t\tmightThrow :\n\t\t\t\t\t\t\t\t\tfunction() {\n\t\t\t\t\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\t\t\t\t\tmightThrow();\n\t\t\t\t\t\t\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t\t\t\t\t\t\tif ( jQuery.Deferred.exceptionHook ) {\n\t\t\t\t\t\t\t\t\t\t\t\tjQuery.Deferred.exceptionHook( e,\n\t\t\t\t\t\t\t\t\t\t\t\t\tprocess.stackTrace );\n\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.4.1\n\t\t\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-61\n\t\t\t\t\t\t\t\t\t\t\t// Ignore post-resolution exceptions\n\t\t\t\t\t\t\t\t\t\t\tif ( depth + 1 >= maxDepth ) {\n\n\t\t\t\t\t\t\t\t\t\t\t\t// Only substitute handlers pass on context\n\t\t\t\t\t\t\t\t\t\t\t\t// and multiple values (non-spec behavior)\n\t\t\t\t\t\t\t\t\t\t\t\tif ( handler !== Thrower ) {\n\t\t\t\t\t\t\t\t\t\t\t\t\tthat = undefined;\n\t\t\t\t\t\t\t\t\t\t\t\t\targs = [ e ];\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\t\tdeferred.rejectWith( that, args );\n\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.1\n\t\t\t\t\t\t\t// https://promisesaplus.com/#point-57\n\t\t\t\t\t\t\t// Re-resolve promises immediately to dodge false rejection from\n\t\t\t\t\t\t\t// subsequent errors\n\t\t\t\t\t\t\tif ( depth ) {\n\t\t\t\t\t\t\t\tprocess();\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// Call an optional hook to record the stack, in case of exception\n\t\t\t\t\t\t\t\t// since it's otherwise lost when execution goes async\n\t\t\t\t\t\t\t\tif ( jQuery.Deferred.getStackHook ) {\n\t\t\t\t\t\t\t\t\tprocess.stackTrace = jQuery.Deferred.getStackHook();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\twindow.setTimeout( process );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\n\t\t\t\t\treturn jQuery.Deferred( function( newDefer ) {\n\n\t\t\t\t\t\t// progress_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 0 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onProgress ) ?\n\t\t\t\t\t\t\t\t\tonProgress :\n\t\t\t\t\t\t\t\t\tIdentity,\n\t\t\t\t\t\t\t\tnewDefer.notifyWith\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\t// fulfilled_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 1 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onFulfilled ) ?\n\t\t\t\t\t\t\t\t\tonFulfilled :\n\t\t\t\t\t\t\t\t\tIdentity\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\t// rejected_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 2 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onRejected ) ?\n\t\t\t\t\t\t\t\t\tonRejected :\n\t\t\t\t\t\t\t\t\tThrower\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\t\t\t\t\t} ).promise();\n\t\t\t\t},\n\n\t\t\t\t// Get a promise for this deferred\n\t\t\t\t// If obj is provided, the promise aspect is added to the object\n\t\t\t\tpromise: function( obj ) {\n\t\t\t\t\treturn obj != null ? jQuery.extend( obj, promise ) : promise;\n\t\t\t\t}\n\t\t\t},\n\t\t\tdeferred = {};\n\n\t\t// Add list-specific methods\n\t\tjQuery.each( tuples, function( i, tuple ) {\n\t\t\tvar list = tuple[ 2 ],\n\t\t\t\tstateString = tuple[ 5 ];\n\n\t\t\t// promise.progress = list.add\n\t\t\t// promise.done = list.add\n\t\t\t// promise.fail = list.add\n\t\t\tpromise[ tuple[ 1 ] ] = list.add;\n\n\t\t\t// Handle state\n\t\t\tif ( stateString ) {\n\t\t\t\tlist.add(\n\t\t\t\t\tfunction() {\n\n\t\t\t\t\t\t// state = \"resolved\" (i.e., fulfilled)\n\t\t\t\t\t\t// state = \"rejected\"\n\t\t\t\t\t\tstate = stateString;\n\t\t\t\t\t},\n\n\t\t\t\t\t// rejected_callbacks.disable\n\t\t\t\t\t// fulfilled_callbacks.disable\n\t\t\t\t\ttuples[ 3 - i ][ 2 ].disable,\n\n\t\t\t\t\t// rejected_handlers.disable\n\t\t\t\t\t// fulfilled_handlers.disable\n\t\t\t\t\ttuples[ 3 - i ][ 3 ].disable,\n\n\t\t\t\t\t// progress_callbacks.lock\n\t\t\t\t\ttuples[ 0 ][ 2 ].lock,\n\n\t\t\t\t\t// progress_handlers.lock\n\t\t\t\t\ttuples[ 0 ][ 3 ].lock\n\t\t\t\t);\n\t\t\t}\n\n\t\t\t// progress_handlers.fire\n\t\t\t// fulfilled_handlers.fire\n\t\t\t// rejected_handlers.fire\n\t\t\tlist.add( tuple[ 3 ].fire );\n\n\t\t\t// deferred.notify = function() { deferred.notifyWith(...) }\n\t\t\t// deferred.resolve = function() { deferred.resolveWith(...) }\n\t\t\t// deferred.reject = function() { deferred.rejectWith(...) }\n\t\t\tdeferred[ tuple[ 0 ] ] = function() {\n\t\t\t\tdeferred[ tuple[ 0 ] + \"With\" ]( this === deferred ? undefined : this, arguments );\n\t\t\t\treturn this;\n\t\t\t};\n\n\t\t\t// deferred.notifyWith = list.fireWith\n\t\t\t// deferred.resolveWith = list.fireWith\n\t\t\t// deferred.rejectWith = list.fireWith\n\t\t\tdeferred[ tuple[ 0 ] + \"With\" ] = list.fireWith;\n\t\t} );\n\n\t\t// Make the deferred a promise\n\t\tpromise.promise( deferred );\n\n\t\t// Call given func if any\n\t\tif ( func ) {\n\t\t\tfunc.call( deferred, deferred );\n\t\t}\n\n\t\t// All done!\n\t\treturn deferred;\n\t},\n\n\t// Deferred helper\n\twhen: function( singleValue ) {\n\t\tvar\n\n\t\t\t// count of uncompleted subordinates\n\t\t\tremaining = arguments.length,\n\n\t\t\t// count of unprocessed arguments\n\t\t\ti = remaining,\n\n\t\t\t// subordinate fulfillment data\n\t\t\tresolveContexts = Array( i ),\n\t\t\tresolveValues = slice.call( arguments ),\n\n\t\t\t// the master Deferred\n\t\t\tmaster = jQuery.Deferred(),\n\n\t\t\t// subordinate callback factory\n\t\t\tupdateFunc = function( i ) {\n\t\t\t\treturn function( value ) {\n\t\t\t\t\tresolveContexts[ i ] = this;\n\t\t\t\t\tresolveValues[ i ] = arguments.length > 1 ? slice.call( arguments ) : value;\n\t\t\t\t\tif ( !( --remaining ) ) {\n\t\t\t\t\t\tmaster.resolveWith( resolveContexts, resolveValues );\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t};\n\n\t\t// Single- and empty arguments are adopted like Promise.resolve\n\t\tif ( remaining <= 1 ) {\n\t\t\tadoptValue( singleValue, master.done( updateFunc( i ) ).resolve, master.reject,\n\t\t\t\t!remaining );\n\n\t\t\t// Use .then() to unwrap secondary thenables (cf. gh-3000)\n\t\t\tif ( master.state() === \"pending\" ||\n\t\t\t\tisFunction( resolveValues[ i ] && resolveValues[ i ].then ) ) {\n\n\t\t\t\treturn master.then();\n\t\t\t}\n\t\t}\n\n\t\t// Multiple arguments are aggregated like Promise.all array elements\n\t\twhile ( i-- ) {\n\t\t\tadoptValue( resolveValues[ i ], updateFunc( i ), master.reject );\n\t\t}\n\n\t\treturn master.promise();\n\t}\n} );\n\n\n// These usually indicate a programmer mistake during development,\n// warn about them ASAP rather than swallowing them by default.\nvar rerrorNames = /^(Eval|Internal|Range|Reference|Syntax|Type|URI)Error$/;\n\njQuery.Deferred.exceptionHook = function( error, stack ) {\n\n\t// Support: IE 8 - 9 only\n\t// Console exists when dev tools are open, which can happen at any time\n\tif ( window.console && window.console.warn && error && rerrorNames.test( error.name ) ) {\n\t\twindow.console.warn( \"jQuery.Deferred exception: \" + error.message, error.stack, stack );\n\t}\n};\n\n\n\n\njQuery.readyException = function( error ) {\n\twindow.setTimeout( function() {\n\t\tthrow error;\n\t} );\n};\n\n\n\n\n// The deferred used on DOM ready\nvar readyList = jQuery.Deferred();\n\njQuery.fn.ready = function( fn ) {\n\n\treadyList\n\t\t.then( fn )\n\n\t\t// Wrap jQuery.readyException in a function so that the lookup\n\t\t// happens at the time of error handling instead of callback\n\t\t// registration.\n\t\t.catch( function( error ) {\n\t\t\tjQuery.readyException( error );\n\t\t} );\n\n\treturn this;\n};\n\njQuery.extend( {\n\n\t// Is the DOM ready to be used? Set to true once it occurs.\n\tisReady: false,\n\n\t// A counter to track how many items to wait for before\n\t// the ready event fires. See #6781\n\treadyWait: 1,\n\n\t// Handle when the DOM is ready\n\tready: function( wait ) {\n\n\t\t// Abort if there are pending holds or we're already ready\n\t\tif ( wait === true ? --jQuery.readyWait : jQuery.isReady ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Remember that the DOM is ready\n\t\tjQuery.isReady = true;\n\n\t\t// If a normal DOM Ready event fired, decrement, and wait if need be\n\t\tif ( wait !== true && --jQuery.readyWait > 0 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// If there are functions bound, to execute\n\t\treadyList.resolveWith( document, [ jQuery ] );\n\t}\n} );\n\njQuery.ready.then = readyList.then;\n\n// The ready event handler and self cleanup method\nfunction completed() {\n\tdocument.removeEventListener( \"DOMContentLoaded\", completed );\n\twindow.removeEventListener( \"load\", completed );\n\tjQuery.ready();\n}\n\n// Catch cases where $(document).ready() is called\n// after the browser event has already occurred.\n// Support: IE <=9 - 10 only\n// Older IE sometimes signals \"interactive\" too soon\nif ( document.readyState === \"complete\" ||\n\t( document.readyState !== \"loading\" && !document.documentElement.doScroll ) ) {\n\n\t// Handle it asynchronously to allow scripts the opportunity to delay ready\n\twindow.setTimeout( jQuery.ready );\n\n} else {\n\n\t// Use the handy event callback\n\tdocument.addEventListener( \"DOMContentLoaded\", completed );\n\n\t// A fallback to window.onload, that will always work\n\twindow.addEventListener( \"load\", completed );\n}\n\n\n\n\n// Multifunctional method to get and set values of a collection\n// The value/s can optionally be executed if it's a function\nvar access = function( elems, fn, key, value, chainable, emptyGet, raw ) {\n\tvar i = 0,\n\t\tlen = elems.length,\n\t\tbulk = key == null;\n\n\t// Sets many values\n\tif ( toType( key ) === \"object\" ) {\n\t\tchainable = true;\n\t\tfor ( i in key ) {\n\t\t\taccess( elems, fn, i, key[ i ], true, emptyGet, raw );\n\t\t}\n\n\t// Sets one value\n\t} else if ( value !== undefined ) {\n\t\tchainable = true;\n\n\t\tif ( !isFunction( value ) ) {\n\t\t\traw = true;\n\t\t}\n\n\t\tif ( bulk ) {\n\n\t\t\t// Bulk operations run against the entire set\n\t\t\tif ( raw ) {\n\t\t\t\tfn.call( elems, value );\n\t\t\t\tfn = null;\n\n\t\t\t// ...except when executing function values\n\t\t\t} else {\n\t\t\t\tbulk = fn;\n\t\t\t\tfn = function( elem, key, value ) {\n\t\t\t\t\treturn bulk.call( jQuery( elem ), value );\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\n\t\tif ( fn ) {\n\t\t\tfor ( ; i < len; i++ ) {\n\t\t\t\tfn(\n\t\t\t\t\telems[ i ], key, raw ?\n\t\t\t\t\tvalue :\n\t\t\t\t\tvalue.call( elems[ i ], i, fn( elems[ i ], key ) )\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tif ( chainable ) {\n\t\treturn elems;\n\t}\n\n\t// Gets\n\tif ( bulk ) {\n\t\treturn fn.call( elems );\n\t}\n\n\treturn len ? fn( elems[ 0 ], key ) : emptyGet;\n};\n\n\n// Matches dashed string for camelizing\nvar rmsPrefix = /^-ms-/,\n\trdashAlpha = /-([a-z])/g;\n\n// Used by camelCase as callback to replace()\nfunction fcamelCase( all, letter ) {\n\treturn letter.toUpperCase();\n}\n\n// Convert dashed to camelCase; used by the css and data modules\n// Support: IE <=9 - 11, Edge 12 - 15\n// Microsoft forgot to hump their vendor prefix (#9572)\nfunction camelCase( string ) {\n\treturn string.replace( rmsPrefix, \"ms-\" ).replace( rdashAlpha, fcamelCase );\n}\nvar acceptData = function( owner ) {\n\n\t// Accepts only:\n\t//  - Node\n\t//    - Node.ELEMENT_NODE\n\t//    - Node.DOCUMENT_NODE\n\t//  - Object\n\t//    - Any\n\treturn owner.nodeType === 1 || owner.nodeType === 9 || !( +owner.nodeType );\n};\n\n\n\n\nfunction Data() {\n\tthis.expando = jQuery.expando + Data.uid++;\n}\n\nData.uid = 1;\n\nData.prototype = {\n\n\tcache: function( owner ) {\n\n\t\t// Check if the owner object already has a cache\n\t\tvar value = owner[ this.expando ];\n\n\t\t// If not, create one\n\t\tif ( !value ) {\n\t\t\tvalue = {};\n\n\t\t\t// We can accept data for non-element nodes in modern browsers,\n\t\t\t// but we should not, see #8335.\n\t\t\t// Always return an empty object.\n\t\t\tif ( acceptData( owner ) ) {\n\n\t\t\t\t// If it is a node unlikely to be stringify-ed or looped over\n\t\t\t\t// use plain assignment\n\t\t\t\tif ( owner.nodeType ) {\n\t\t\t\t\towner[ this.expando ] = value;\n\n\t\t\t\t// Otherwise secure it in a non-enumerable property\n\t\t\t\t// configurable must be true to allow the property to be\n\t\t\t\t// deleted when data is removed\n\t\t\t\t} else {\n\t\t\t\t\tObject.defineProperty( owner, this.expando, {\n\t\t\t\t\t\tvalue: value,\n\t\t\t\t\t\tconfigurable: true\n\t\t\t\t\t} );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn value;\n\t},\n\tset: function( owner, data, value ) {\n\t\tvar prop,\n\t\t\tcache = this.cache( owner );\n\n\t\t// Handle: [ owner, key, value ] args\n\t\t// Always use camelCase key (gh-2257)\n\t\tif ( typeof data === \"string\" ) {\n\t\t\tcache[ camelCase( data ) ] = value;\n\n\t\t// Handle: [ owner, { properties } ] args\n\t\t} else {\n\n\t\t\t// Copy the properties one-by-one to the cache object\n\t\t\tfor ( prop in data ) {\n\t\t\t\tcache[ camelCase( prop ) ] = data[ prop ];\n\t\t\t}\n\t\t}\n\t\treturn cache;\n\t},\n\tget: function( owner, key ) {\n\t\treturn key === undefined ?\n\t\t\tthis.cache( owner ) :\n\n\t\t\t// Always use camelCase key (gh-2257)\n\t\t\towner[ this.expando ] && owner[ this.expando ][ camelCase( key ) ];\n\t},\n\taccess: function( owner, key, value ) {\n\n\t\t// In cases where either:\n\t\t//\n\t\t//   1. No key was specified\n\t\t//   2. A string key was specified, but no value provided\n\t\t//\n\t\t// Take the \"read\" path and allow the get method to determine\n\t\t// which value to return, respectively either:\n\t\t//\n\t\t//   1. The entire cache object\n\t\t//   2. The data stored at the key\n\t\t//\n\t\tif ( key === undefined ||\n\t\t\t\t( ( key && typeof key === \"string\" ) && value === undefined ) ) {\n\n\t\t\treturn this.get( owner, key );\n\t\t}\n\n\t\t// When the key is not a string, or both a key and value\n\t\t// are specified, set or extend (existing objects) with either:\n\t\t//\n\t\t//   1. An object of properties\n\t\t//   2. A key and value\n\t\t//\n\t\tthis.set( owner, key, value );\n\n\t\t// Since the \"set\" path can have two possible entry points\n\t\t// return the expected data based on which path was taken[*]\n\t\treturn value !== undefined ? value : key;\n\t},\n\tremove: function( owner, key ) {\n\t\tvar i,\n\t\t\tcache = owner[ this.expando ];\n\n\t\tif ( cache === undefined ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( key !== undefined ) {\n\n\t\t\t// Support array or space separated string of keys\n\t\t\tif ( Array.isArray( key ) ) {\n\n\t\t\t\t// If key is an array of keys...\n\t\t\t\t// We always set camelCase keys, so remove that.\n\t\t\t\tkey = key.map( camelCase );\n\t\t\t} else {\n\t\t\t\tkey = camelCase( key );\n\n\t\t\t\t// If a key with the spaces exists, use it.\n\t\t\t\t// Otherwise, create an array by matching non-whitespace\n\t\t\t\tkey = key in cache ?\n\t\t\t\t\t[ key ] :\n\t\t\t\t\t( key.match( rnothtmlwhite ) || [] );\n\t\t\t}\n\n\t\t\ti = key.length;\n\n\t\t\twhile ( i-- ) {\n\t\t\t\tdelete cache[ key[ i ] ];\n\t\t\t}\n\t\t}\n\n\t\t// Remove the expando if there's no more data\n\t\tif ( key === undefined || jQuery.isEmptyObject( cache ) ) {\n\n\t\t\t// Support: Chrome <=35 - 45\n\t\t\t// Webkit & Blink performance suffers when deleting properties\n\t\t\t// from DOM nodes, so set to undefined instead\n\t\t\t// https://bugs.chromium.org/p/chromium/issues/detail?id=378607 (bug restricted)\n\t\t\tif ( owner.nodeType ) {\n\t\t\t\towner[ this.expando ] = undefined;\n\t\t\t} else {\n\t\t\t\tdelete owner[ this.expando ];\n\t\t\t}\n\t\t}\n\t},\n\thasData: function( owner ) {\n\t\tvar cache = owner[ this.expando ];\n\t\treturn cache !== undefined && !jQuery.isEmptyObject( cache );\n\t}\n};\nvar dataPriv = new Data();\n\nvar dataUser = new Data();\n\n\n\n//\tImplementation Summary\n//\n//\t1. Enforce API surface and semantic compatibility with 1.9.x branch\n//\t2. Improve the module's maintainability by reducing the storage\n//\t\tpaths to a single mechanism.\n//\t3. Use the same single mechanism to support \"private\" and \"user\" data.\n//\t4. _Never_ expose \"private\" data to user code (TODO: Drop _data, _removeData)\n//\t5. Avoid exposing implementation details on user objects (eg. expando properties)\n//\t6. Provide a clear path for implementation upgrade to WeakMap in 2014\n\nvar rbrace = /^(?:\\{[\\w\\W]*\\}|\\[[\\w\\W]*\\])$/,\n\trmultiDash = /[A-Z]/g;\n\nfunction getData( data ) {\n\tif ( data === \"true\" ) {\n\t\treturn true;\n\t}\n\n\tif ( data === \"false\" ) {\n\t\treturn false;\n\t}\n\n\tif ( data === \"null\" ) {\n\t\treturn null;\n\t}\n\n\t// Only convert to a number if it doesn't change the string\n\tif ( data === +data + \"\" ) {\n\t\treturn +data;\n\t}\n\n\tif ( rbrace.test( data ) ) {\n\t\treturn JSON.parse( data );\n\t}\n\n\treturn data;\n}\n\nfunction dataAttr( elem, key, data ) {\n\tvar name;\n\n\t// If nothing was found internally, try to fetch any\n\t// data from the HTML5 data-* attribute\n\tif ( data === undefined && elem.nodeType === 1 ) {\n\t\tname = \"data-\" + key.replace( rmultiDash, \"-$&\" ).toLowerCase();\n\t\tdata = elem.getAttribute( name );\n\n\t\tif ( typeof data === \"string\" ) {\n\t\t\ttry {\n\t\t\t\tdata = getData( data );\n\t\t\t} catch ( e ) {}\n\n\t\t\t// Make sure we set the data so it isn't changed later\n\t\t\tdataUser.set( elem, key, data );\n\t\t} else {\n\t\t\tdata = undefined;\n\t\t}\n\t}\n\treturn data;\n}\n\njQuery.extend( {\n\thasData: function( elem ) {\n\t\treturn dataUser.hasData( elem ) || dataPriv.hasData( elem );\n\t},\n\n\tdata: function( elem, name, data ) {\n\t\treturn dataUser.access( elem, name, data );\n\t},\n\n\tremoveData: function( elem, name ) {\n\t\tdataUser.remove( elem, name );\n\t},\n\n\t// TODO: Now that all calls to _data and _removeData have been replaced\n\t// with direct calls to dataPriv methods, these can be deprecated.\n\t_data: function( elem, name, data ) {\n\t\treturn dataPriv.access( elem, name, data );\n\t},\n\n\t_removeData: function( elem, name ) {\n\t\tdataPriv.remove( elem, name );\n\t}\n} );\n\njQuery.fn.extend( {\n\tdata: function( key, value ) {\n\t\tvar i, name, data,\n\t\t\telem = this[ 0 ],\n\t\t\tattrs = elem && elem.attributes;\n\n\t\t// Gets all values\n\t\tif ( key === undefined ) {\n\t\t\tif ( this.length ) {\n\t\t\t\tdata = dataUser.get( elem );\n\n\t\t\t\tif ( elem.nodeType === 1 && !dataPriv.get( elem, \"hasDataAttrs\" ) ) {\n\t\t\t\t\ti = attrs.length;\n\t\t\t\t\twhile ( i-- ) {\n\n\t\t\t\t\t\t// Support: IE 11 only\n\t\t\t\t\t\t// The attrs elements can be null (#14894)\n\t\t\t\t\t\tif ( attrs[ i ] ) {\n\t\t\t\t\t\t\tname = attrs[ i ].name;\n\t\t\t\t\t\t\tif ( name.indexOf( \"data-\" ) === 0 ) {\n\t\t\t\t\t\t\t\tname = camelCase( name.slice( 5 ) );\n\t\t\t\t\t\t\t\tdataAttr( elem, name, data[ name ] );\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\tdataPriv.set( elem, \"hasDataAttrs\", true );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn data;\n\t\t}\n\n\t\t// Sets multiple values\n\t\tif ( typeof key === \"object\" ) {\n\t\t\treturn this.each( function() {\n\t\t\t\tdataUser.set( this, key );\n\t\t\t} );\n\t\t}\n\n\t\treturn access( this, function( value ) {\n\t\t\tvar data;\n\n\t\t\t// The calling jQuery object (element matches) is not empty\n\t\t\t// (and therefore has an element appears at this[ 0 ]) and the\n\t\t\t// `value` parameter was not undefined. An empty jQuery object\n\t\t\t// will result in `undefined` for elem = this[ 0 ] which will\n\t\t\t// throw an exception if an attempt to read a data cache is made.\n\t\t\tif ( elem && value === undefined ) {\n\n\t\t\t\t// Attempt to get data from the cache\n\t\t\t\t// The key will always be camelCased in Data\n\t\t\t\tdata = dataUser.get( elem, key );\n\t\t\t\tif ( data !== undefined ) {\n\t\t\t\t\treturn data;\n\t\t\t\t}\n\n\t\t\t\t// Attempt to \"discover\" the data in\n\t\t\t\t// HTML5 custom data-* attrs\n\t\t\t\tdata = dataAttr( elem, key );\n\t\t\t\tif ( data !== undefined ) {\n\t\t\t\t\treturn data;\n\t\t\t\t}\n\n\t\t\t\t// We tried really hard, but the data doesn't exist.\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Set the data...\n\t\t\tthis.each( function() {\n\n\t\t\t\t// We always store the camelCased key\n\t\t\t\tdataUser.set( this, key, value );\n\t\t\t} );\n\t\t}, null, value, arguments.length > 1, null, true );\n\t},\n\n\tremoveData: function( key ) {\n\t\treturn this.each( function() {\n\t\t\tdataUser.remove( this, key );\n\t\t} );\n\t}\n} );\n\n\njQuery.extend( {\n\tqueue: function( elem, type, data ) {\n\t\tvar queue;\n\n\t\tif ( elem ) {\n\t\t\ttype = ( type || \"fx\" ) + \"queue\";\n\t\t\tqueue = dataPriv.get( elem, type );\n\n\t\t\t// Speed up dequeue by getting out quickly if this is just a lookup\n\t\t\tif ( data ) {\n\t\t\t\tif ( !queue || Array.isArray( data ) ) {\n\t\t\t\t\tqueue = dataPriv.access( elem, type, jQuery.makeArray( data ) );\n\t\t\t\t} else {\n\t\t\t\t\tqueue.push( data );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn queue || [];\n\t\t}\n\t},\n\n\tdequeue: function( elem, type ) {\n\t\ttype = type || \"fx\";\n\n\t\tvar queue = jQuery.queue( elem, type ),\n\t\t\tstartLength = queue.length,\n\t\t\tfn = queue.shift(),\n\t\t\thooks = jQuery._queueHooks( elem, type ),\n\t\t\tnext = function() {\n\t\t\t\tjQuery.dequeue( elem, type );\n\t\t\t};\n\n\t\t// If the fx queue is dequeued, always remove the progress sentinel\n\t\tif ( fn === \"inprogress\" ) {\n\t\t\tfn = queue.shift();\n\t\t\tstartLength--;\n\t\t}\n\n\t\tif ( fn ) {\n\n\t\t\t// Add a progress sentinel to prevent the fx queue from being\n\t\t\t// automatically dequeued\n\t\t\tif ( type === \"fx\" ) {\n\t\t\t\tqueue.unshift( \"inprogress\" );\n\t\t\t}\n\n\t\t\t// Clear up the last queue stop function\n\t\t\tdelete hooks.stop;\n\t\t\tfn.call( elem, next, hooks );\n\t\t}\n\n\t\tif ( !startLength && hooks ) {\n\t\t\thooks.empty.fire();\n\t\t}\n\t},\n\n\t// Not public - generate a queueHooks object, or return the current one\n\t_queueHooks: function( elem, type ) {\n\t\tvar key = type + \"queueHooks\";\n\t\treturn dataPriv.get( elem, key ) || dataPriv.access( elem, key, {\n\t\t\tempty: jQuery.Callbacks( \"once memory\" ).add( function() {\n\t\t\t\tdataPriv.remove( elem, [ type + \"queue\", key ] );\n\t\t\t} )\n\t\t} );\n\t}\n} );\n\njQuery.fn.extend( {\n\tqueue: function( type, data ) {\n\t\tvar setter = 2;\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tdata = type;\n\t\t\ttype = \"fx\";\n\t\t\tsetter--;\n\t\t}\n\n\t\tif ( arguments.length < setter ) {\n\t\t\treturn jQuery.queue( this[ 0 ], type );\n\t\t}\n\n\t\treturn data === undefined ?\n\t\t\tthis :\n\t\t\tthis.each( function() {\n\t\t\t\tvar queue = jQuery.queue( this, type, data );\n\n\t\t\t\t// Ensure a hooks for this queue\n\t\t\t\tjQuery._queueHooks( this, type );\n\n\t\t\t\tif ( type === \"fx\" && queue[ 0 ] !== \"inprogress\" ) {\n\t\t\t\t\tjQuery.dequeue( this, type );\n\t\t\t\t}\n\t\t\t} );\n\t},\n\tdequeue: function( type ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.dequeue( this, type );\n\t\t} );\n\t},\n\tclearQueue: function( type ) {\n\t\treturn this.queue( type || \"fx\", [] );\n\t},\n\n\t// Get a promise resolved when queues of a certain type\n\t// are emptied (fx is the type by default)\n\tpromise: function( type, obj ) {\n\t\tvar tmp,\n\t\t\tcount = 1,\n\t\t\tdefer = jQuery.Deferred(),\n\t\t\telements = this,\n\t\t\ti = this.length,\n\t\t\tresolve = function() {\n\t\t\t\tif ( !( --count ) ) {\n\t\t\t\t\tdefer.resolveWith( elements, [ elements ] );\n\t\t\t\t}\n\t\t\t};\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tobj = type;\n\t\t\ttype = undefined;\n\t\t}\n\t\ttype = type || \"fx\";\n\n\t\twhile ( i-- ) {\n\t\t\ttmp = dataPriv.get( elements[ i ], type + \"queueHooks\" );\n\t\t\tif ( tmp && tmp.empty ) {\n\t\t\t\tcount++;\n\t\t\t\ttmp.empty.add( resolve );\n\t\t\t}\n\t\t}\n\t\tresolve();\n\t\treturn defer.promise( obj );\n\t}\n} );\nvar pnum = ( /[+-]?(?:\\d*\\.|)\\d+(?:[eE][+-]?\\d+|)/ ).source;\n\nvar rcssNum = new RegExp( \"^(?:([+-])=|)(\" + pnum + \")([a-z%]*)$\", \"i\" );\n\n\nvar cssExpand = [ \"Top\", \"Right\", \"Bottom\", \"Left\" ];\n\nvar isHiddenWithinTree = function( elem, el ) {\n\n\t\t// isHiddenWithinTree might be called from jQuery#filter function;\n\t\t// in that case, element will be second argument\n\t\telem = el || elem;\n\n\t\t// Inline style trumps all\n\t\treturn elem.style.display === \"none\" ||\n\t\t\telem.style.display === \"\" &&\n\n\t\t\t// Otherwise, check computed style\n\t\t\t// Support: Firefox <=43 - 45\n\t\t\t// Disconnected elements can have computed display: none, so first confirm that elem is\n\t\t\t// in the document.\n\t\t\tjQuery.contains( elem.ownerDocument, elem ) &&\n\n\t\t\tjQuery.css( elem, \"display\" ) === \"none\";\n\t};\n\nvar swap = function( elem, options, callback, args ) {\n\tvar ret, name,\n\t\told = {};\n\n\t// Remember the old values, and insert the new ones\n\tfor ( name in options ) {\n\t\told[ name ] = elem.style[ name ];\n\t\telem.style[ name ] = options[ name ];\n\t}\n\n\tret = callback.apply( elem, args || [] );\n\n\t// Revert the old values\n\tfor ( name in options ) {\n\t\telem.style[ name ] = old[ name ];\n\t}\n\n\treturn ret;\n};\n\n\n\n\nfunction adjustCSS( elem, prop, valueParts, tween ) {\n\tvar adjusted, scale,\n\t\tmaxIterations = 20,\n\t\tcurrentValue = tween ?\n\t\t\tfunction() {\n\t\t\t\treturn tween.cur();\n\t\t\t} :\n\t\t\tfunction() {\n\t\t\t\treturn jQuery.css( elem, prop, \"\" );\n\t\t\t},\n\t\tinitial = currentValue(),\n\t\tunit = valueParts && valueParts[ 3 ] || ( jQuery.cssNumber[ prop ] ? \"\" : \"px\" ),\n\n\t\t// Starting value computation is required for potential unit mismatches\n\t\tinitialInUnit = ( jQuery.cssNumber[ prop ] || unit !== \"px\" && +initial ) &&\n\t\t\trcssNum.exec( jQuery.css( elem, prop ) );\n\n\tif ( initialInUnit && initialInUnit[ 3 ] !== unit ) {\n\n\t\t// Support: Firefox <=54\n\t\t// Halve the iteration target value to prevent interference from CSS upper bounds (gh-2144)\n\t\tinitial = initial / 2;\n\n\t\t// Trust units reported by jQuery.css\n\t\tunit = unit || initialInUnit[ 3 ];\n\n\t\t// Iteratively approximate from a nonzero starting point\n\t\tinitialInUnit = +initial || 1;\n\n\t\twhile ( maxIterations-- ) {\n\n\t\t\t// Evaluate and update our best guess (doubling guesses that zero out).\n\t\t\t// Finish if the scale equals or crosses 1 (making the old*new product non-positive).\n\t\t\tjQuery.style( elem, prop, initialInUnit + unit );\n\t\t\tif ( ( 1 - scale ) * ( 1 - ( scale = currentValue() / initial || 0.5 ) ) <= 0 ) {\n\t\t\t\tmaxIterations = 0;\n\t\t\t}\n\t\t\tinitialInUnit = initialInUnit / scale;\n\n\t\t}\n\n\t\tinitialInUnit = initialInUnit * 2;\n\t\tjQuery.style( elem, prop, initialInUnit + unit );\n\n\t\t// Make sure we update the tween properties later on\n\t\tvalueParts = valueParts || [];\n\t}\n\n\tif ( valueParts ) {\n\t\tinitialInUnit = +initialInUnit || +initial || 0;\n\n\t\t// Apply relative offset (+=/-=) if specified\n\t\tadjusted = valueParts[ 1 ] ?\n\t\t\tinitialInUnit + ( valueParts[ 1 ] + 1 ) * valueParts[ 2 ] :\n\t\t\t+valueParts[ 2 ];\n\t\tif ( tween ) {\n\t\t\ttween.unit = unit;\n\t\t\ttween.start = initialInUnit;\n\t\t\ttween.end = adjusted;\n\t\t}\n\t}\n\treturn adjusted;\n}\n\n\nvar defaultDisplayMap = {};\n\nfunction getDefaultDisplay( elem ) {\n\tvar temp,\n\t\tdoc = elem.ownerDocument,\n\t\tnodeName = elem.nodeName,\n\t\tdisplay = defaultDisplayMap[ nodeName ];\n\n\tif ( display ) {\n\t\treturn display;\n\t}\n\n\ttemp = doc.body.appendChild( doc.createElement( nodeName ) );\n\tdisplay = jQuery.css( temp, \"display\" );\n\n\ttemp.parentNode.removeChild( temp );\n\n\tif ( display === \"none\" ) {\n\t\tdisplay = \"block\";\n\t}\n\tdefaultDisplayMap[ nodeName ] = display;\n\n\treturn display;\n}\n\nfunction showHide( elements, show ) {\n\tvar display, elem,\n\t\tvalues = [],\n\t\tindex = 0,\n\t\tlength = elements.length;\n\n\t// Determine new display value for elements that need to change\n\tfor ( ; index < length; index++ ) {\n\t\telem = elements[ index ];\n\t\tif ( !elem.style ) {\n\t\t\tcontinue;\n\t\t}\n\n\t\tdisplay = elem.style.display;\n\t\tif ( show ) {\n\n\t\t\t// Since we force visibility upon cascade-hidden elements, an immediate (and slow)\n\t\t\t// check is required in this first loop unless we have a nonempty display value (either\n\t\t\t// inline or about-to-be-restored)\n\t\t\tif ( display === \"none\" ) {\n\t\t\t\tvalues[ index ] = dataPriv.get( elem, \"display\" ) || null;\n\t\t\t\tif ( !values[ index ] ) {\n\t\t\t\t\telem.style.display = \"\";\n\t\t\t\t}\n\t\t\t}\n\t\t\tif ( elem.style.display === \"\" && isHiddenWithinTree( elem ) ) {\n\t\t\t\tvalues[ index ] = getDefaultDisplay( elem );\n\t\t\t}\n\t\t} else {\n\t\t\tif ( display !== \"none\" ) {\n\t\t\t\tvalues[ index ] = \"none\";\n\n\t\t\t\t// Remember what we're overwriting\n\t\t\t\tdataPriv.set( elem, \"display\", display );\n\t\t\t}\n\t\t}\n\t}\n\n\t// Set the display of the elements in a second loop to avoid constant reflow\n\tfor ( index = 0; index < length; index++ ) {\n\t\tif ( values[ index ] != null ) {\n\t\t\telements[ index ].style.display = values[ index ];\n\t\t}\n\t}\n\n\treturn elements;\n}\n\njQuery.fn.extend( {\n\tshow: function() {\n\t\treturn showHide( this, true );\n\t},\n\thide: function() {\n\t\treturn showHide( this );\n\t},\n\ttoggle: function( state ) {\n\t\tif ( typeof state === \"boolean\" ) {\n\t\t\treturn state ? this.show() : this.hide();\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tif ( isHiddenWithinTree( this ) ) {\n\t\t\t\tjQuery( this ).show();\n\t\t\t} else {\n\t\t\t\tjQuery( this ).hide();\n\t\t\t}\n\t\t} );\n\t}\n} );\nvar rcheckableType = ( /^(?:checkbox|radio)$/i );\n\nvar rtagName = ( /<([a-z][^\\/\\0>\\x20\\t\\r\\n\\f]+)/i );\n\nvar rscriptType = ( /^$|^module$|\\/(?:java|ecma)script/i );\n\n\n\n// We have to close these tags to support XHTML (#13200)\nvar wrapMap = {\n\n\t// Support: IE <=9 only\n\toption: [ 1, \"<select multiple='multiple'>\", \"</select>\" ],\n\n\t// XHTML parsers do not magically insert elements in the\n\t// same way that tag soup parsers do. So we cannot shorten\n\t// this by omitting <tbody> or other required elements.\n\tthead: [ 1, \"<table>\", \"</table>\" ],\n\tcol: [ 2, \"<table><colgroup>\", \"</colgroup></table>\" ],\n\ttr: [ 2, \"<table><tbody>\", \"</tbody></table>\" ],\n\ttd: [ 3, \"<table><tbody><tr>\", \"</tr></tbody></table>\" ],\n\n\t_default: [ 0, \"\", \"\" ]\n};\n\n// Support: IE <=9 only\nwrapMap.optgroup = wrapMap.option;\n\nwrapMap.tbody = wrapMap.tfoot = wrapMap.colgroup = wrapMap.caption = wrapMap.thead;\nwrapMap.th = wrapMap.td;\n\n\nfunction getAll( context, tag ) {\n\n\t// Support: IE <=9 - 11 only\n\t// Use typeof to avoid zero-argument method invocation on host objects (#15151)\n\tvar ret;\n\n\tif ( typeof context.getElementsByTagName !== \"undefined\" ) {\n\t\tret = context.getElementsByTagName( tag || \"*\" );\n\n\t} else if ( typeof context.querySelectorAll !== \"undefined\" ) {\n\t\tret = context.querySelectorAll( tag || \"*\" );\n\n\t} else {\n\t\tret = [];\n\t}\n\n\tif ( tag === undefined || tag && nodeName( context, tag ) ) {\n\t\treturn jQuery.merge( [ context ], ret );\n\t}\n\n\treturn ret;\n}\n\n\n// Mark scripts as having already been evaluated\nfunction setGlobalEval( elems, refElements ) {\n\tvar i = 0,\n\t\tl = elems.length;\n\n\tfor ( ; i < l; i++ ) {\n\t\tdataPriv.set(\n\t\t\telems[ i ],\n\t\t\t\"globalEval\",\n\t\t\t!refElements || dataPriv.get( refElements[ i ], \"globalEval\" )\n\t\t);\n\t}\n}\n\n\nvar rhtml = /<|&#?\\w+;/;\n\nfunction buildFragment( elems, context, scripts, selection, ignored ) {\n\tvar elem, tmp, tag, wrap, contains, j,\n\t\tfragment = context.createDocumentFragment(),\n\t\tnodes = [],\n\t\ti = 0,\n\t\tl = elems.length;\n\n\tfor ( ; i < l; i++ ) {\n\t\telem = elems[ i ];\n\n\t\tif ( elem || elem === 0 ) {\n\n\t\t\t// Add nodes directly\n\t\t\tif ( toType( elem ) === \"object\" ) {\n\n\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\tjQuery.merge( nodes, elem.nodeType ? [ elem ] : elem );\n\n\t\t\t// Convert non-html into a text node\n\t\t\t} else if ( !rhtml.test( elem ) ) {\n\t\t\t\tnodes.push( context.createTextNode( elem ) );\n\n\t\t\t// Convert html into DOM nodes\n\t\t\t} else {\n\t\t\t\ttmp = tmp || fragment.appendChild( context.createElement( \"div\" ) );\n\n\t\t\t\t// Deserialize a standard representation\n\t\t\t\ttag = ( rtagName.exec( elem ) || [ \"\", \"\" ] )[ 1 ].toLowerCase();\n\t\t\t\twrap = wrapMap[ tag ] || wrapMap._default;\n\t\t\t\ttmp.innerHTML = wrap[ 1 ] + jQuery.htmlPrefilter( elem ) + wrap[ 2 ];\n\n\t\t\t\t// Descend through wrappers to the right content\n\t\t\t\tj = wrap[ 0 ];\n\t\t\t\twhile ( j-- ) {\n\t\t\t\t\ttmp = tmp.lastChild;\n\t\t\t\t}\n\n\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\tjQuery.merge( nodes, tmp.childNodes );\n\n\t\t\t\t// Remember the top-level container\n\t\t\t\ttmp = fragment.firstChild;\n\n\t\t\t\t// Ensure the created nodes are orphaned (#12392)\n\t\t\t\ttmp.textContent = \"\";\n\t\t\t}\n\t\t}\n\t}\n\n\t// Remove wrapper from fragment\n\tfragment.textContent = \"\";\n\n\ti = 0;\n\twhile ( ( elem = nodes[ i++ ] ) ) {\n\n\t\t// Skip elements already in the context collection (trac-4087)\n\t\tif ( selection && jQuery.inArray( elem, selection ) > -1 ) {\n\t\t\tif ( ignored ) {\n\t\t\t\tignored.push( elem );\n\t\t\t}\n\t\t\tcontinue;\n\t\t}\n\n\t\tcontains = jQuery.contains( elem.ownerDocument, elem );\n\n\t\t// Append to fragment\n\t\ttmp = getAll( fragment.appendChild( elem ), \"script\" );\n\n\t\t// Preserve script evaluation history\n\t\tif ( contains ) {\n\t\t\tsetGlobalEval( tmp );\n\t\t}\n\n\t\t// Capture executables\n\t\tif ( scripts ) {\n\t\t\tj = 0;\n\t\t\twhile ( ( elem = tmp[ j++ ] ) ) {\n\t\t\t\tif ( rscriptType.test( elem.type || \"\" ) ) {\n\t\t\t\t\tscripts.push( elem );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn fragment;\n}\n\n\n( function() {\n\tvar fragment = document.createDocumentFragment(),\n\t\tdiv = fragment.appendChild( document.createElement( \"div\" ) ),\n\t\tinput = document.createElement( \"input\" );\n\n\t// Support: Android 4.0 - 4.3 only\n\t// Check state lost if the name is set (#11217)\n\t// Support: Windows Web Apps (WWA)\n\t// `name` and `type` must use .setAttribute for WWA (#14901)\n\tinput.setAttribute( \"type\", \"radio\" );\n\tinput.setAttribute( \"checked\", \"checked\" );\n\tinput.setAttribute( \"name\", \"t\" );\n\n\tdiv.appendChild( input );\n\n\t// Support: Android <=4.1 only\n\t// Older WebKit doesn't clone checked state correctly in fragments\n\tsupport.checkClone = div.cloneNode( true ).cloneNode( true ).lastChild.checked;\n\n\t// Support: IE <=11 only\n\t// Make sure textarea (and checkbox) defaultValue is properly cloned\n\tdiv.innerHTML = \"<textarea>x</textarea>\";\n\tsupport.noCloneChecked = !!div.cloneNode( true ).lastChild.defaultValue;\n} )();\nvar documentElement = document.documentElement;\n\n\n\nvar\n\trkeyEvent = /^key/,\n\trmouseEvent = /^(?:mouse|pointer|contextmenu|drag|drop)|click/,\n\trtypenamespace = /^([^.]*)(?:\\.(.+)|)/;\n\nfunction returnTrue() {\n\treturn true;\n}\n\nfunction returnFalse() {\n\treturn false;\n}\n\n// Support: IE <=9 only\n// See #13393 for more info\nfunction safeActiveElement() {\n\ttry {\n\t\treturn document.activeElement;\n\t} catch ( err ) { }\n}\n\nfunction on( elem, types, selector, data, fn, one ) {\n\tvar origFn, type;\n\n\t// Types can be a map of types/handlers\n\tif ( typeof types === \"object\" ) {\n\n\t\t// ( types-Object, selector, data )\n\t\tif ( typeof selector !== \"string\" ) {\n\n\t\t\t// ( types-Object, data )\n\t\t\tdata = data || selector;\n\t\t\tselector = undefined;\n\t\t}\n\t\tfor ( type in types ) {\n\t\t\ton( elem, type, selector, data, types[ type ], one );\n\t\t}\n\t\treturn elem;\n\t}\n\n\tif ( data == null && fn == null ) {\n\n\t\t// ( types, fn )\n\t\tfn = selector;\n\t\tdata = selector = undefined;\n\t} else if ( fn == null ) {\n\t\tif ( typeof selector === \"string\" ) {\n\n\t\t\t// ( types, selector, fn )\n\t\t\tfn = data;\n\t\t\tdata = undefined;\n\t\t} else {\n\n\t\t\t// ( types, data, fn )\n\t\t\tfn = data;\n\t\t\tdata = selector;\n\t\t\tselector = undefined;\n\t\t}\n\t}\n\tif ( fn === false ) {\n\t\tfn = returnFalse;\n\t} else if ( !fn ) {\n\t\treturn elem;\n\t}\n\n\tif ( one === 1 ) {\n\t\torigFn = fn;\n\t\tfn = function( event ) {\n\n\t\t\t// Can use an empty set, since event contains the info\n\t\t\tjQuery().off( event );\n\t\t\treturn origFn.apply( this, arguments );\n\t\t};\n\n\t\t// Use same guid so caller can remove using origFn\n\t\tfn.guid = origFn.guid || ( origFn.guid = jQuery.guid++ );\n\t}\n\treturn elem.each( function() {\n\t\tjQuery.event.add( this, types, fn, data, selector );\n\t} );\n}\n\n/*\n * Helper functions for managing events -- not part of the public interface.\n * Props to Dean Edwards' addEvent library for many of the ideas.\n */\njQuery.event = {\n\n\tglobal: {},\n\n\tadd: function( elem, types, handler, data, selector ) {\n\n\t\tvar handleObjIn, eventHandle, tmp,\n\t\t\tevents, t, handleObj,\n\t\t\tspecial, handlers, type, namespaces, origType,\n\t\t\telemData = dataPriv.get( elem );\n\n\t\t// Don't attach events to noData or text/comment nodes (but allow plain objects)\n\t\tif ( !elemData ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Caller can pass in an object of custom data in lieu of the handler\n\t\tif ( handler.handler ) {\n\t\t\thandleObjIn = handler;\n\t\t\thandler = handleObjIn.handler;\n\t\t\tselector = handleObjIn.selector;\n\t\t}\n\n\t\t// Ensure that invalid selectors throw exceptions at attach time\n\t\t// Evaluate against documentElement in case elem is a non-element node (e.g., document)\n\t\tif ( selector ) {\n\t\t\tjQuery.find.matchesSelector( documentElement, selector );\n\t\t}\n\n\t\t// Make sure that the handler has a unique ID, used to find/remove it later\n\t\tif ( !handler.guid ) {\n\t\t\thandler.guid = jQuery.guid++;\n\t\t}\n\n\t\t// Init the element's event structure and main handler, if this is the first\n\t\tif ( !( events = elemData.events ) ) {\n\t\t\tevents = elemData.events = {};\n\t\t}\n\t\tif ( !( eventHandle = elemData.handle ) ) {\n\t\t\teventHandle = elemData.handle = function( e ) {\n\n\t\t\t\t// Discard the second event of a jQuery.event.trigger() and\n\t\t\t\t// when an event is called after a page has unloaded\n\t\t\t\treturn typeof jQuery !== \"undefined\" && jQuery.event.triggered !== e.type ?\n\t\t\t\t\tjQuery.event.dispatch.apply( elem, arguments ) : undefined;\n\t\t\t};\n\t\t}\n\n\t\t// Handle multiple events separated by a space\n\t\ttypes = ( types || \"\" ).match( rnothtmlwhite ) || [ \"\" ];\n\t\tt = types.length;\n\t\twhile ( t-- ) {\n\t\t\ttmp = rtypenamespace.exec( types[ t ] ) || [];\n\t\t\ttype = origType = tmp[ 1 ];\n\t\t\tnamespaces = ( tmp[ 2 ] || \"\" ).split( \".\" ).sort();\n\n\t\t\t// There *must* be a type, no attaching namespace-only handlers\n\t\t\tif ( !type ) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// If event changes its type, use the special event handlers for the changed type\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\n\t\t\t// If selector defined, determine special event api type, otherwise given type\n\t\t\ttype = ( selector ? special.delegateType : special.bindType ) || type;\n\n\t\t\t// Update special based on newly reset type\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\n\t\t\t// handleObj is passed to all event handlers\n\t\t\thandleObj = jQuery.extend( {\n\t\t\t\ttype: type,\n\t\t\t\torigType: origType,\n\t\t\t\tdata: data,\n\t\t\t\thandler: handler,\n\t\t\t\tguid: handler.guid,\n\t\t\t\tselector: selector,\n\t\t\t\tneedsContext: selector && jQuery.expr.match.needsContext.test( selector ),\n\t\t\t\tnamespace: namespaces.join( \".\" )\n\t\t\t}, handleObjIn );\n\n\t\t\t// Init the event handler queue if we're the first\n\t\t\tif ( !( handlers = events[ type ] ) ) {\n\t\t\t\thandlers = events[ type ] = [];\n\t\t\t\thandlers.delegateCount = 0;\n\n\t\t\t\t// Only use addEventListener if the special events handler returns false\n\t\t\t\tif ( !special.setup ||\n\t\t\t\t\tspecial.setup.call( elem, data, namespaces, eventHandle ) === false ) {\n\n\t\t\t\t\tif ( elem.addEventListener ) {\n\t\t\t\t\t\telem.addEventListener( type, eventHandle );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif ( special.add ) {\n\t\t\t\tspecial.add.call( elem, handleObj );\n\n\t\t\t\tif ( !handleObj.handler.guid ) {\n\t\t\t\t\thandleObj.handler.guid = handler.guid;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Add to the element's handler list, delegates in front\n\t\t\tif ( selector ) {\n\t\t\t\thandlers.splice( handlers.delegateCount++, 0, handleObj );\n\t\t\t} else {\n\t\t\t\thandlers.push( handleObj );\n\t\t\t}\n\n\t\t\t// Keep track of which events have ever been used, for event optimization\n\t\t\tjQuery.event.global[ type ] = true;\n\t\t}\n\n\t},\n\n\t// Detach an event or set of events from an element\n\tremove: function( elem, types, handler, selector, mappedTypes ) {\n\n\t\tvar j, origCount, tmp,\n\t\t\tevents, t, handleObj,\n\t\t\tspecial, handlers, type, namespaces, origType,\n\t\t\telemData = dataPriv.hasData( elem ) && dataPriv.get( elem );\n\n\t\tif ( !elemData || !( events = elemData.events ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Once for each type.namespace in types; type may be omitted\n\t\ttypes = ( types || \"\" ).match( rnothtmlwhite ) || [ \"\" ];\n\t\tt = types.length;\n\t\twhile ( t-- ) {\n\t\t\ttmp = rtypenamespace.exec( types[ t ] ) || [];\n\t\t\ttype = origType = tmp[ 1 ];\n\t\t\tnamespaces = ( tmp[ 2 ] || \"\" ).split( \".\" ).sort();\n\n\t\t\t// Unbind all events (on this namespace, if provided) for the element\n\t\t\tif ( !type ) {\n\t\t\t\tfor ( type in events ) {\n\t\t\t\t\tjQuery.event.remove( elem, type + types[ t ], handler, selector, true );\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\t\t\ttype = ( selector ? special.delegateType : special.bindType ) || type;\n\t\t\thandlers = events[ type ] || [];\n\t\t\ttmp = tmp[ 2 ] &&\n\t\t\t\tnew RegExp( \"(^|\\\\.)\" + namespaces.join( \"\\\\.(?:.*\\\\.|)\" ) + \"(\\\\.|$)\" );\n\n\t\t\t// Remove matching events\n\t\t\torigCount = j = handlers.length;\n\t\t\twhile ( j-- ) {\n\t\t\t\thandleObj = handlers[ j ];\n\n\t\t\t\tif ( ( mappedTypes || origType === handleObj.origType ) &&\n\t\t\t\t\t( !handler || handler.guid === handleObj.guid ) &&\n\t\t\t\t\t( !tmp || tmp.test( handleObj.namespace ) ) &&\n\t\t\t\t\t( !selector || selector === handleObj.selector ||\n\t\t\t\t\t\tselector === \"**\" && handleObj.selector ) ) {\n\t\t\t\t\thandlers.splice( j, 1 );\n\n\t\t\t\t\tif ( handleObj.selector ) {\n\t\t\t\t\t\thandlers.delegateCount--;\n\t\t\t\t\t}\n\t\t\t\t\tif ( special.remove ) {\n\t\t\t\t\t\tspecial.remove.call( elem, handleObj );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Remove generic event handler if we removed something and no more handlers exist\n\t\t\t// (avoids potential for endless recursion during removal of special event handlers)\n\t\t\tif ( origCount && !handlers.length ) {\n\t\t\t\tif ( !special.teardown ||\n\t\t\t\t\tspecial.teardown.call( elem, namespaces, elemData.handle ) === false ) {\n\n\t\t\t\t\tjQuery.removeEvent( elem, type, elemData.handle );\n\t\t\t\t}\n\n\t\t\t\tdelete events[ type ];\n\t\t\t}\n\t\t}\n\n\t\t// Remove data and the expando if it's no longer used\n\t\tif ( jQuery.isEmptyObject( events ) ) {\n\t\t\tdataPriv.remove( elem, \"handle events\" );\n\t\t}\n\t},\n\n\tdispatch: function( nativeEvent ) {\n\n\t\t// Make a writable jQuery.Event from the native event object\n\t\tvar event = jQuery.event.fix( nativeEvent );\n\n\t\tvar i, j, ret, matched, handleObj, handlerQueue,\n\t\t\targs = new Array( arguments.length ),\n\t\t\thandlers = ( dataPriv.get( this, \"events\" ) || {} )[ event.type ] || [],\n\t\t\tspecial = jQuery.event.special[ event.type ] || {};\n\n\t\t// Use the fix-ed jQuery.Event rather than the (read-only) native event\n\t\targs[ 0 ] = event;\n\n\t\tfor ( i = 1; i < arguments.length; i++ ) {\n\t\t\targs[ i ] = arguments[ i ];\n\t\t}\n\n\t\tevent.delegateTarget = this;\n\n\t\t// Call the preDispatch hook for the mapped type, and let it bail if desired\n\t\tif ( special.preDispatch && special.preDispatch.call( this, event ) === false ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Determine handlers\n\t\thandlerQueue = jQuery.event.handlers.call( this, event, handlers );\n\n\t\t// Run delegates first; they may want to stop propagation beneath us\n\t\ti = 0;\n\t\twhile ( ( matched = handlerQueue[ i++ ] ) && !event.isPropagationStopped() ) {\n\t\t\tevent.currentTarget = matched.elem;\n\n\t\t\tj = 0;\n\t\t\twhile ( ( handleObj = matched.handlers[ j++ ] ) &&\n\t\t\t\t!event.isImmediatePropagationStopped() ) {\n\n\t\t\t\t// Triggered event must either 1) have no namespace, or 2) have namespace(s)\n\t\t\t\t// a subset or equal to those in the bound event (both can have no namespace).\n\t\t\t\tif ( !event.rnamespace || event.rnamespace.test( handleObj.namespace ) ) {\n\n\t\t\t\t\tevent.handleObj = handleObj;\n\t\t\t\t\tevent.data = handleObj.data;\n\n\t\t\t\t\tret = ( ( jQuery.event.special[ handleObj.origType ] || {} ).handle ||\n\t\t\t\t\t\thandleObj.handler ).apply( matched.elem, args );\n\n\t\t\t\t\tif ( ret !== undefined ) {\n\t\t\t\t\t\tif ( ( event.result = ret ) === false ) {\n\t\t\t\t\t\t\tevent.preventDefault();\n\t\t\t\t\t\t\tevent.stopPropagation();\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}\n\n\t\t// Call the postDispatch hook for the mapped type\n\t\tif ( special.postDispatch ) {\n\t\t\tspecial.postDispatch.call( this, event );\n\t\t}\n\n\t\treturn event.result;\n\t},\n\n\thandlers: function( event, handlers ) {\n\t\tvar i, handleObj, sel, matchedHandlers, matchedSelectors,\n\t\t\thandlerQueue = [],\n\t\t\tdelegateCount = handlers.delegateCount,\n\t\t\tcur = event.target;\n\n\t\t// Find delegate handlers\n\t\tif ( delegateCount &&\n\n\t\t\t// Support: IE <=9\n\t\t\t// Black-hole SVG <use> instance trees (trac-13180)\n\t\t\tcur.nodeType &&\n\n\t\t\t// Support: Firefox <=42\n\t\t\t// Suppress spec-violating clicks indicating a non-primary pointer button (trac-3861)\n\t\t\t// https://www.w3.org/TR/DOM-Level-3-Events/#event-type-click\n\t\t\t// Support: IE 11 only\n\t\t\t// ...but not arrow key \"clicks\" of radio inputs, which can have `button` -1 (gh-2343)\n\t\t\t!( event.type === \"click\" && event.button >= 1 ) ) {\n\n\t\t\tfor ( ; cur !== this; cur = cur.parentNode || this ) {\n\n\t\t\t\t// Don't check non-elements (#13208)\n\t\t\t\t// Don't process clicks on disabled elements (#6911, #8165, #11382, #11764)\n\t\t\t\tif ( cur.nodeType === 1 && !( event.type === \"click\" && cur.disabled === true ) ) {\n\t\t\t\t\tmatchedHandlers = [];\n\t\t\t\t\tmatchedSelectors = {};\n\t\t\t\t\tfor ( i = 0; i < delegateCount; i++ ) {\n\t\t\t\t\t\thandleObj = handlers[ i ];\n\n\t\t\t\t\t\t// Don't conflict with Object.prototype properties (#13203)\n\t\t\t\t\t\tsel = handleObj.selector + \" \";\n\n\t\t\t\t\t\tif ( matchedSelectors[ sel ] === undefined ) {\n\t\t\t\t\t\t\tmatchedSelectors[ sel ] = handleObj.needsContext ?\n\t\t\t\t\t\t\t\tjQuery( sel, this ).index( cur ) > -1 :\n\t\t\t\t\t\t\t\tjQuery.find( sel, this, null, [ cur ] ).length;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ( matchedSelectors[ sel ] ) {\n\t\t\t\t\t\t\tmatchedHandlers.push( handleObj );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ( matchedHandlers.length ) {\n\t\t\t\t\t\thandlerQueue.push( { elem: cur, handlers: matchedHandlers } );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Add the remaining (directly-bound) handlers\n\t\tcur = this;\n\t\tif ( delegateCount < handlers.length ) {\n\t\t\thandlerQueue.push( { elem: cur, handlers: handlers.slice( delegateCount ) } );\n\t\t}\n\n\t\treturn handlerQueue;\n\t},\n\n\taddProp: function( name, hook ) {\n\t\tObject.defineProperty( jQuery.Event.prototype, name, {\n\t\t\tenumerable: true,\n\t\t\tconfigurable: true,\n\n\t\t\tget: isFunction( hook ) ?\n\t\t\t\tfunction() {\n\t\t\t\t\tif ( this.originalEvent ) {\n\t\t\t\t\t\t\treturn hook( this.originalEvent );\n\t\t\t\t\t}\n\t\t\t\t} :\n\t\t\t\tfunction() {\n\t\t\t\t\tif ( this.originalEvent ) {\n\t\t\t\t\t\t\treturn this.originalEvent[ name ];\n\t\t\t\t\t}\n\t\t\t\t},\n\n\t\t\tset: function( value ) {\n\t\t\t\tObject.defineProperty( this, name, {\n\t\t\t\t\tenumerable: true,\n\t\t\t\t\tconfigurable: true,\n\t\t\t\t\twritable: true,\n\t\t\t\t\tvalue: value\n\t\t\t\t} );\n\t\t\t}\n\t\t} );\n\t},\n\n\tfix: function( originalEvent ) {\n\t\treturn originalEvent[ jQuery.expando ] ?\n\t\t\toriginalEvent :\n\t\t\tnew jQuery.Event( originalEvent );\n\t},\n\n\tspecial: {\n\t\tload: {\n\n\t\t\t// Prevent triggered image.load events from bubbling to window.load\n\t\t\tnoBubble: true\n\t\t},\n\t\tfocus: {\n\n\t\t\t// Fire native event if possible so blur/focus sequence is correct\n\t\t\ttrigger: function() {\n\t\t\t\tif ( this !== safeActiveElement() && this.focus ) {\n\t\t\t\t\tthis.focus();\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t},\n\t\t\tdelegateType: \"focusin\"\n\t\t},\n\t\tblur: {\n\t\t\ttrigger: function() {\n\t\t\t\tif ( this === safeActiveElement() && this.blur ) {\n\t\t\t\t\tthis.blur();\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t},\n\t\t\tdelegateType: \"focusout\"\n\t\t},\n\t\tclick: {\n\n\t\t\t// For checkbox, fire native event so checked state will be right\n\t\t\ttrigger: function() {\n\t\t\t\tif ( this.type === \"checkbox\" && this.click && nodeName( this, \"input\" ) ) {\n\t\t\t\t\tthis.click();\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t// For cross-browser consistency, don't fire native .click() on links\n\t\t\t_default: function( event ) {\n\t\t\t\treturn nodeName( event.target, \"a\" );\n\t\t\t}\n\t\t},\n\n\t\tbeforeunload: {\n\t\t\tpostDispatch: function( event ) {\n\n\t\t\t\t// Support: Firefox 20+\n\t\t\t\t// Firefox doesn't alert if the returnValue field is not set.\n\t\t\t\tif ( event.result !== undefined && event.originalEvent ) {\n\t\t\t\t\tevent.originalEvent.returnValue = event.result;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n};\n\njQuery.removeEvent = function( elem, type, handle ) {\n\n\t// This \"if\" is needed for plain objects\n\tif ( elem.removeEventListener ) {\n\t\telem.removeEventListener( type, handle );\n\t}\n};\n\njQuery.Event = function( src, props ) {\n\n\t// Allow instantiation without the 'new' keyword\n\tif ( !( this instanceof jQuery.Event ) ) {\n\t\treturn new jQuery.Event( src, props );\n\t}\n\n\t// Event object\n\tif ( src && src.type ) {\n\t\tthis.originalEvent = src;\n\t\tthis.type = src.type;\n\n\t\t// Events bubbling up the document may have been marked as prevented\n\t\t// by a handler lower down the tree; reflect the correct value.\n\t\tthis.isDefaultPrevented = src.defaultPrevented ||\n\t\t\t\tsrc.defaultPrevented === undefined &&\n\n\t\t\t\t// Support: Android <=2.3 only\n\t\t\t\tsrc.returnValue === false ?\n\t\t\treturnTrue :\n\t\t\treturnFalse;\n\n\t\t// Create target properties\n\t\t// Support: Safari <=6 - 7 only\n\t\t// Target should not be a text node (#504, #13143)\n\t\tthis.target = ( src.target && src.target.nodeType === 3 ) ?\n\t\t\tsrc.target.parentNode :\n\t\t\tsrc.target;\n\n\t\tthis.currentTarget = src.currentTarget;\n\t\tthis.relatedTarget = src.relatedTarget;\n\n\t// Event type\n\t} else {\n\t\tthis.type = src;\n\t}\n\n\t// Put explicitly provided properties onto the event object\n\tif ( props ) {\n\t\tjQuery.extend( this, props );\n\t}\n\n\t// Create a timestamp if incoming event doesn't have one\n\tthis.timeStamp = src && src.timeStamp || Date.now();\n\n\t// Mark it as fixed\n\tthis[ jQuery.expando ] = true;\n};\n\n// jQuery.Event is based on DOM3 Events as specified by the ECMAScript Language Binding\n// https://www.w3.org/TR/2003/WD-DOM-Level-3-Events-20030331/ecma-script-binding.html\njQuery.Event.prototype = {\n\tconstructor: jQuery.Event,\n\tisDefaultPrevented: returnFalse,\n\tisPropagationStopped: returnFalse,\n\tisImmediatePropagationStopped: returnFalse,\n\tisSimulated: false,\n\n\tpreventDefault: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isDefaultPrevented = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.preventDefault();\n\t\t}\n\t},\n\tstopPropagation: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isPropagationStopped = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.stopPropagation();\n\t\t}\n\t},\n\tstopImmediatePropagation: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isImmediatePropagationStopped = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.stopImmediatePropagation();\n\t\t}\n\n\t\tthis.stopPropagation();\n\t}\n};\n\n// Includes all common event props including KeyEvent and MouseEvent specific props\njQuery.each( {\n\taltKey: true,\n\tbubbles: true,\n\tcancelable: true,\n\tchangedTouches: true,\n\tctrlKey: true,\n\tdetail: true,\n\teventPhase: true,\n\tmetaKey: true,\n\tpageX: true,\n\tpageY: true,\n\tshiftKey: true,\n\tview: true,\n\t\"char\": true,\n\tcharCode: true,\n\tkey: true,\n\tkeyCode: true,\n\tbutton: true,\n\tbuttons: true,\n\tclientX: true,\n\tclientY: true,\n\toffsetX: true,\n\toffsetY: true,\n\tpointerId: true,\n\tpointerType: true,\n\tscreenX: true,\n\tscreenY: true,\n\ttargetTouches: true,\n\ttoElement: true,\n\ttouches: true,\n\n\twhich: function( event ) {\n\t\tvar button = event.button;\n\n\t\t// Add which for key events\n\t\tif ( event.which == null && rkeyEvent.test( event.type ) ) {\n\t\t\treturn event.charCode != null ? event.charCode : event.keyCode;\n\t\t}\n\n\t\t// Add which for click: 1 === left; 2 === middle; 3 === right\n\t\tif ( !event.which && button !== undefined && rmouseEvent.test( event.type ) ) {\n\t\t\tif ( button & 1 ) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\tif ( button & 2 ) {\n\t\t\t\treturn 3;\n\t\t\t}\n\n\t\t\tif ( button & 4 ) {\n\t\t\t\treturn 2;\n\t\t\t}\n\n\t\t\treturn 0;\n\t\t}\n\n\t\treturn event.which;\n\t}\n}, jQuery.event.addProp );\n\n// Create mouseenter/leave events using mouseover/out and event-time checks\n// so that event delegation works in jQuery.\n// Do the same for pointerenter/pointerleave and pointerover/pointerout\n//\n// Support: Safari 7 only\n// Safari sends mouseenter too often; see:\n// https://bugs.chromium.org/p/chromium/issues/detail?id=470258\n// for the description of the bug (it existed in older Chrome versions as well).\njQuery.each( {\n\tmouseenter: \"mouseover\",\n\tmouseleave: \"mouseout\",\n\tpointerenter: \"pointerover\",\n\tpointerleave: \"pointerout\"\n}, function( orig, fix ) {\n\tjQuery.event.special[ orig ] = {\n\t\tdelegateType: fix,\n\t\tbindType: fix,\n\n\t\thandle: function( event ) {\n\t\t\tvar ret,\n\t\t\t\ttarget = this,\n\t\t\t\trelated = event.relatedTarget,\n\t\t\t\thandleObj = event.handleObj;\n\n\t\t\t// For mouseenter/leave call the handler if related is outside the target.\n\t\t\t// NB: No relatedTarget if the mouse left/entered the browser window\n\t\t\tif ( !related || ( related !== target && !jQuery.contains( target, related ) ) ) {\n\t\t\t\tevent.type = handleObj.origType;\n\t\t\t\tret = handleObj.handler.apply( this, arguments );\n\t\t\t\tevent.type = fix;\n\t\t\t}\n\t\t\treturn ret;\n\t\t}\n\t};\n} );\n\njQuery.fn.extend( {\n\n\ton: function( types, selector, data, fn ) {\n\t\treturn on( this, types, selector, data, fn );\n\t},\n\tone: function( types, selector, data, fn ) {\n\t\treturn on( this, types, selector, data, fn, 1 );\n\t},\n\toff: function( types, selector, fn ) {\n\t\tvar handleObj, type;\n\t\tif ( types && types.preventDefault && types.handleObj ) {\n\n\t\t\t// ( event )  dispatched jQuery.Event\n\t\t\thandleObj = types.handleObj;\n\t\t\tjQuery( types.delegateTarget ).off(\n\t\t\t\thandleObj.namespace ?\n\t\t\t\t\thandleObj.origType + \".\" + handleObj.namespace :\n\t\t\t\t\thandleObj.origType,\n\t\t\t\thandleObj.selector,\n\t\t\t\thandleObj.handler\n\t\t\t);\n\t\t\treturn this;\n\t\t}\n\t\tif ( typeof types === \"object\" ) {\n\n\t\t\t// ( types-object [, selector] )\n\t\t\tfor ( type in types ) {\n\t\t\t\tthis.off( type, selector, types[ type ] );\n\t\t\t}\n\t\t\treturn this;\n\t\t}\n\t\tif ( selector === false || typeof selector === \"function\" ) {\n\n\t\t\t// ( types [, fn] )\n\t\t\tfn = selector;\n\t\t\tselector = undefined;\n\t\t}\n\t\tif ( fn === false ) {\n\t\t\tfn = returnFalse;\n\t\t}\n\t\treturn this.each( function() {\n\t\t\tjQuery.event.remove( this, types, fn, selector );\n\t\t} );\n\t}\n} );\n\n\nvar\n\n\t/* eslint-disable max-len */\n\n\t// See https://github.com/eslint/eslint/issues/3229\n\trxhtmlTag = /<(?!area|br|col|embed|hr|img|input|link|meta|param)(([a-z][^\\/\\0>\\x20\\t\\r\\n\\f]*)[^>]*)\\/>/gi,\n\n\t/* eslint-enable */\n\n\t// Support: IE <=10 - 11, Edge 12 - 13 only\n\t// In IE/Edge using regex groups here causes severe slowdowns.\n\t// See https://connect.microsoft.com/IE/feedback/details/1736512/\n\trnoInnerhtml = /<script|<style|<link/i,\n\n\t// checked=\"checked\" or checked\n\trchecked = /checked\\s*(?:[^=]|=\\s*.checked.)/i,\n\trcleanScript = /^\\s*<!(?:\\[CDATA\\[|--)|(?:\\]\\]|--)>\\s*$/g;\n\n// Prefer a tbody over its parent table for containing new rows\nfunction manipulationTarget( elem, content ) {\n\tif ( nodeName( elem, \"table\" ) &&\n\t\tnodeName( content.nodeType !== 11 ? content : content.firstChild, \"tr\" ) ) {\n\n\t\treturn jQuery( elem ).children( \"tbody\" )[ 0 ] || elem;\n\t}\n\n\treturn elem;\n}\n\n// Replace/restore the type attribute of script elements for safe DOM manipulation\nfunction disableScript( elem ) {\n\telem.type = ( elem.getAttribute( \"type\" ) !== null ) + \"/\" + elem.type;\n\treturn elem;\n}\nfunction restoreScript( elem ) {\n\tif ( ( elem.type || \"\" ).slice( 0, 5 ) === \"true/\" ) {\n\t\telem.type = elem.type.slice( 5 );\n\t} else {\n\t\telem.removeAttribute( \"type\" );\n\t}\n\n\treturn elem;\n}\n\nfunction cloneCopyEvent( src, dest ) {\n\tvar i, l, type, pdataOld, pdataCur, udataOld, udataCur, events;\n\n\tif ( dest.nodeType !== 1 ) {\n\t\treturn;\n\t}\n\n\t// 1. Copy private data: events, handlers, etc.\n\tif ( dataPriv.hasData( src ) ) {\n\t\tpdataOld = dataPriv.access( src );\n\t\tpdataCur = dataPriv.set( dest, pdataOld );\n\t\tevents = pdataOld.events;\n\n\t\tif ( events ) {\n\t\t\tdelete pdataCur.handle;\n\t\t\tpdataCur.events = {};\n\n\t\t\tfor ( type in events ) {\n\t\t\t\tfor ( i = 0, l = events[ type ].length; i < l; i++ ) {\n\t\t\t\t\tjQuery.event.add( dest, type, events[ type ][ i ] );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// 2. Copy user data\n\tif ( dataUser.hasData( src ) ) {\n\t\tudataOld = dataUser.access( src );\n\t\tudataCur = jQuery.extend( {}, udataOld );\n\n\t\tdataUser.set( dest, udataCur );\n\t}\n}\n\n// Fix IE bugs, see support tests\nfunction fixInput( src, dest ) {\n\tvar nodeName = dest.nodeName.toLowerCase();\n\n\t// Fails to persist the checked state of a cloned checkbox or radio button.\n\tif ( nodeName === \"input\" && rcheckableType.test( src.type ) ) {\n\t\tdest.checked = src.checked;\n\n\t// Fails to return the selected option to the default selected state when cloning options\n\t} else if ( nodeName === \"input\" || nodeName === \"textarea\" ) {\n\t\tdest.defaultValue = src.defaultValue;\n\t}\n}\n\nfunction domManip( collection, args, callback, ignored ) {\n\n\t// Flatten any nested arrays\n\targs = concat.apply( [], args );\n\n\tvar fragment, first, scripts, hasScripts, node, doc,\n\t\ti = 0,\n\t\tl = collection.length,\n\t\tiNoClone = l - 1,\n\t\tvalue = args[ 0 ],\n\t\tvalueIsFunction = isFunction( value );\n\n\t// We can't cloneNode fragments that contain checked, in WebKit\n\tif ( valueIsFunction ||\n\t\t\t( l > 1 && typeof value === \"string\" &&\n\t\t\t\t!support.checkClone && rchecked.test( value ) ) ) {\n\t\treturn collection.each( function( index ) {\n\t\t\tvar self = collection.eq( index );\n\t\t\tif ( valueIsFunction ) {\n\t\t\t\targs[ 0 ] = value.call( this, index, self.html() );\n\t\t\t}\n\t\t\tdomManip( self, args, callback, ignored );\n\t\t} );\n\t}\n\n\tif ( l ) {\n\t\tfragment = buildFragment( args, collection[ 0 ].ownerDocument, false, collection, ignored );\n\t\tfirst = fragment.firstChild;\n\n\t\tif ( fragment.childNodes.length === 1 ) {\n\t\t\tfragment = first;\n\t\t}\n\n\t\t// Require either new content or an interest in ignored elements to invoke the callback\n\t\tif ( first || ignored ) {\n\t\t\tscripts = jQuery.map( getAll( fragment, \"script\" ), disableScript );\n\t\t\thasScripts = scripts.length;\n\n\t\t\t// Use the original fragment for the last item\n\t\t\t// instead of the first because it can end up\n\t\t\t// being emptied incorrectly in certain situations (#8070).\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tnode = fragment;\n\n\t\t\t\tif ( i !== iNoClone ) {\n\t\t\t\t\tnode = jQuery.clone( node, true, true );\n\n\t\t\t\t\t// Keep references to cloned scripts for later restoration\n\t\t\t\t\tif ( hasScripts ) {\n\n\t\t\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\t\t\tjQuery.merge( scripts, getAll( node, \"script\" ) );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tcallback.call( collection[ i ], node, i );\n\t\t\t}\n\n\t\t\tif ( hasScripts ) {\n\t\t\t\tdoc = scripts[ scripts.length - 1 ].ownerDocument;\n\n\t\t\t\t// Reenable scripts\n\t\t\t\tjQuery.map( scripts, restoreScript );\n\n\t\t\t\t// Evaluate executable scripts on first document insertion\n\t\t\t\tfor ( i = 0; i < hasScripts; i++ ) {\n\t\t\t\t\tnode = scripts[ i ];\n\t\t\t\t\tif ( rscriptType.test( node.type || \"\" ) &&\n\t\t\t\t\t\t!dataPriv.access( node, \"globalEval\" ) &&\n\t\t\t\t\t\tjQuery.contains( doc, node ) ) {\n\n\t\t\t\t\t\tif ( node.src && ( node.type || \"\" ).toLowerCase()  !== \"module\" ) {\n\n\t\t\t\t\t\t\t// Optional AJAX dependency, but won't run scripts if not present\n\t\t\t\t\t\t\tif ( jQuery._evalUrl ) {\n\t\t\t\t\t\t\t\tjQuery._evalUrl( node.src );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tDOMEval( node.textContent.replace( rcleanScript, \"\" ), doc, node );\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}\n\t}\n\n\treturn collection;\n}\n\nfunction remove( elem, selector, keepData ) {\n\tvar node,\n\t\tnodes = selector ? jQuery.filter( selector, elem ) : elem,\n\t\ti = 0;\n\n\tfor ( ; ( node = nodes[ i ] ) != null; i++ ) {\n\t\tif ( !keepData && node.nodeType === 1 ) {\n\t\t\tjQuery.cleanData( getAll( node ) );\n\t\t}\n\n\t\tif ( node.parentNode ) {\n\t\t\tif ( keepData && jQuery.contains( node.ownerDocument, node ) ) {\n\t\t\t\tsetGlobalEval( getAll( node, \"script\" ) );\n\t\t\t}\n\t\t\tnode.parentNode.removeChild( node );\n\t\t}\n\t}\n\n\treturn elem;\n}\n\njQuery.extend( {\n\thtmlPrefilter: function( html ) {\n\t\treturn html.replace( rxhtmlTag, \"<$1></$2>\" );\n\t},\n\n\tclone: function( elem, dataAndEvents, deepDataAndEvents ) {\n\t\tvar i, l, srcElements, destElements,\n\t\t\tclone = elem.cloneNode( true ),\n\t\t\tinPage = jQuery.contains( elem.ownerDocument, elem );\n\n\t\t// Fix IE cloning issues\n\t\tif ( !support.noCloneChecked && ( elem.nodeType === 1 || elem.nodeType === 11 ) &&\n\t\t\t\t!jQuery.isXMLDoc( elem ) ) {\n\n\t\t\t// We eschew Sizzle here for performance reasons: https://jsperf.com/getall-vs-sizzle/2\n\t\t\tdestElements = getAll( clone );\n\t\t\tsrcElements = getAll( elem );\n\n\t\t\tfor ( i = 0, l = srcElements.length; i < l; i++ ) {\n\t\t\t\tfixInput( srcElements[ i ], destElements[ i ] );\n\t\t\t}\n\t\t}\n\n\t\t// Copy the events from the original to the clone\n\t\tif ( dataAndEvents ) {\n\t\t\tif ( deepDataAndEvents ) {\n\t\t\t\tsrcElements = srcElements || getAll( elem );\n\t\t\t\tdestElements = destElements || getAll( clone );\n\n\t\t\t\tfor ( i = 0, l = srcElements.length; i < l; i++ ) {\n\t\t\t\t\tcloneCopyEvent( srcElements[ i ], destElements[ i ] );\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tcloneCopyEvent( elem, clone );\n\t\t\t}\n\t\t}\n\n\t\t// Preserve script evaluation history\n\t\tdestElements = getAll( clone, \"script\" );\n\t\tif ( destElements.length > 0 ) {\n\t\t\tsetGlobalEval( destElements, !inPage && getAll( elem, \"script\" ) );\n\t\t}\n\n\t\t// Return the cloned set\n\t\treturn clone;\n\t},\n\n\tcleanData: function( elems ) {\n\t\tvar data, elem, type,\n\t\t\tspecial = jQuery.event.special,\n\t\t\ti = 0;\n\n\t\tfor ( ; ( elem = elems[ i ] ) !== undefined; i++ ) {\n\t\t\tif ( acceptData( elem ) ) {\n\t\t\t\tif ( ( data = elem[ dataPriv.expando ] ) ) {\n\t\t\t\t\tif ( data.events ) {\n\t\t\t\t\t\tfor ( type in data.events ) {\n\t\t\t\t\t\t\tif ( special[ type ] ) {\n\t\t\t\t\t\t\t\tjQuery.event.remove( elem, type );\n\n\t\t\t\t\t\t\t// This is a shortcut to avoid jQuery.event.remove's overhead\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tjQuery.removeEvent( elem, type, data.handle );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Support: Chrome <=35 - 45+\n\t\t\t\t\t// Assign undefined instead of using delete, see Data#remove\n\t\t\t\t\telem[ dataPriv.expando ] = undefined;\n\t\t\t\t}\n\t\t\t\tif ( elem[ dataUser.expando ] ) {\n\n\t\t\t\t\t// Support: Chrome <=35 - 45+\n\t\t\t\t\t// Assign undefined instead of using delete, see Data#remove\n\t\t\t\t\telem[ dataUser.expando ] = undefined;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n} );\n\njQuery.fn.extend( {\n\tdetach: function( selector ) {\n\t\treturn remove( this, selector, true );\n\t},\n\n\tremove: function( selector ) {\n\t\treturn remove( this, selector );\n\t},\n\n\ttext: function( value ) {\n\t\treturn access( this, function( value ) {\n\t\t\treturn value === undefined ?\n\t\t\t\tjQuery.text( this ) :\n\t\t\t\tthis.empty().each( function() {\n\t\t\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\t\t\tthis.textContent = value;\n\t\t\t\t\t}\n\t\t\t\t} );\n\t\t}, null, value, arguments.length );\n\t},\n\n\tappend: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\tvar target = manipulationTarget( this, elem );\n\t\t\t\ttarget.appendChild( elem );\n\t\t\t}\n\t\t} );\n\t},\n\n\tprepend: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\tvar target = manipulationTarget( this, elem );\n\t\t\t\ttarget.insertBefore( elem, target.firstChild );\n\t\t\t}\n\t\t} );\n\t},\n\n\tbefore: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.parentNode ) {\n\t\t\t\tthis.parentNode.insertBefore( elem, this );\n\t\t\t}\n\t\t} );\n\t},\n\n\tafter: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.parentNode ) {\n\t\t\t\tthis.parentNode.insertBefore( elem, this.nextSibling );\n\t\t\t}\n\t\t} );\n\t},\n\n\tempty: function() {\n\t\tvar elem,\n\t\t\ti = 0;\n\n\t\tfor ( ; ( elem = this[ i ] ) != null; i++ ) {\n\t\t\tif ( elem.nodeType === 1 ) {\n\n\t\t\t\t// Prevent memory leaks\n\t\t\t\tjQuery.cleanData( getAll( elem, false ) );\n\n\t\t\t\t// Remove any remaining nodes\n\t\t\t\telem.textContent = \"\";\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t},\n\n\tclone: function( dataAndEvents, deepDataAndEvents ) {\n\t\tdataAndEvents = dataAndEvents == null ? false : dataAndEvents;\n\t\tdeepDataAndEvents = deepDataAndEvents == null ? dataAndEvents : deepDataAndEvents;\n\n\t\treturn this.map( function() {\n\t\t\treturn jQuery.clone( this, dataAndEvents, deepDataAndEvents );\n\t\t} );\n\t},\n\n\thtml: function( value ) {\n\t\treturn access( this, function( value ) {\n\t\t\tvar elem = this[ 0 ] || {},\n\t\t\t\ti = 0,\n\t\t\t\tl = this.length;\n\n\t\t\tif ( value === undefined && elem.nodeType === 1 ) {\n\t\t\t\treturn elem.innerHTML;\n\t\t\t}\n\n\t\t\t// See if we can take a shortcut and just use innerHTML\n\t\t\tif ( typeof value === \"string\" && !rnoInnerhtml.test( value ) &&\n\t\t\t\t!wrapMap[ ( rtagName.exec( value ) || [ \"\", \"\" ] )[ 1 ].toLowerCase() ] ) {\n\n\t\t\t\tvalue = jQuery.htmlPrefilter( value );\n\n\t\t\t\ttry {\n\t\t\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\t\t\telem = this[ i ] || {};\n\n\t\t\t\t\t\t// Remove element nodes and prevent memory leaks\n\t\t\t\t\t\tif ( elem.nodeType === 1 ) {\n\t\t\t\t\t\t\tjQuery.cleanData( getAll( elem, false ) );\n\t\t\t\t\t\t\telem.innerHTML = value;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\telem = 0;\n\n\t\t\t\t// If using innerHTML throws an exception, use the fallback method\n\t\t\t\t} catch ( e ) {}\n\t\t\t}\n\n\t\t\tif ( elem ) {\n\t\t\t\tthis.empty().append( value );\n\t\t\t}\n\t\t}, null, value, arguments.length );\n\t},\n\n\treplaceWith: function() {\n\t\tvar ignored = [];\n\n\t\t// Make the changes, replacing each non-ignored context element with the new content\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tvar parent = this.parentNode;\n\n\t\t\tif ( jQuery.inArray( this, ignored ) < 0 ) {\n\t\t\t\tjQuery.cleanData( getAll( this ) );\n\t\t\t\tif ( parent ) {\n\t\t\t\t\tparent.replaceChild( elem, this );\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Force callback invocation\n\t\t}, ignored );\n\t}\n} );\n\njQuery.each( {\n\tappendTo: \"append\",\n\tprependTo: \"prepend\",\n\tinsertBefore: \"before\",\n\tinsertAfter: \"after\",\n\treplaceAll: \"replaceWith\"\n}, function( name, original ) {\n\tjQuery.fn[ name ] = function( selector ) {\n\t\tvar elems,\n\t\t\tret = [],\n\t\t\tinsert = jQuery( selector ),\n\t\t\tlast = insert.length - 1,\n\t\t\ti = 0;\n\n\t\tfor ( ; i <= last; i++ ) {\n\t\t\telems = i === last ? this : this.clone( true );\n\t\t\tjQuery( insert[ i ] )[ original ]( elems );\n\n\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t// .get() because push.apply(_, arraylike) throws on ancient WebKit\n\t\t\tpush.apply( ret, elems.get() );\n\t\t}\n\n\t\treturn this.pushStack( ret );\n\t};\n} );\nvar rnumnonpx = new RegExp( \"^(\" + pnum + \")(?!px)[a-z%]+$\", \"i\" );\n\nvar getStyles = function( elem ) {\n\n\t\t// Support: IE <=11 only, Firefox <=30 (#15098, #14150)\n\t\t// IE throws on elements created in popups\n\t\t// FF meanwhile throws on frame elements through \"defaultView.getComputedStyle\"\n\t\tvar view = elem.ownerDocument.defaultView;\n\n\t\tif ( !view || !view.opener ) {\n\t\t\tview = window;\n\t\t}\n\n\t\treturn view.getComputedStyle( elem );\n\t};\n\nvar rboxStyle = new RegExp( cssExpand.join( \"|\" ), \"i\" );\n\n\n\n( function() {\n\n\t// Executing both pixelPosition & boxSizingReliable tests require only one layout\n\t// so they're executed at the same time to save the second computation.\n\tfunction computeStyleTests() {\n\n\t\t// This is a singleton, we need to execute it only once\n\t\tif ( !div ) {\n\t\t\treturn;\n\t\t}\n\n\t\tcontainer.style.cssText = \"position:absolute;left:-11111px;width:60px;\" +\n\t\t\t\"margin-top:1px;padding:0;border:0\";\n\t\tdiv.style.cssText =\n\t\t\t\"position:relative;display:block;box-sizing:border-box;overflow:scroll;\" +\n\t\t\t\"margin:auto;border:1px;padding:1px;\" +\n\t\t\t\"width:60%;top:1%\";\n\t\tdocumentElement.appendChild( container ).appendChild( div );\n\n\t\tvar divStyle = window.getComputedStyle( div );\n\t\tpixelPositionVal = divStyle.top !== \"1%\";\n\n\t\t// Support: Android 4.0 - 4.3 only, Firefox <=3 - 44\n\t\treliableMarginLeftVal = roundPixelMeasures( divStyle.marginLeft ) === 12;\n\n\t\t// Support: Android 4.0 - 4.3 only, Safari <=9.1 - 10.1, iOS <=7.0 - 9.3\n\t\t// Some styles come back with percentage values, even though they shouldn't\n\t\tdiv.style.right = \"60%\";\n\t\tpixelBoxStylesVal = roundPixelMeasures( divStyle.right ) === 36;\n\n\t\t// Support: IE 9 - 11 only\n\t\t// Detect misreporting of content dimensions for box-sizing:border-box elements\n\t\tboxSizingReliableVal = roundPixelMeasures( divStyle.width ) === 36;\n\n\t\t// Support: IE 9 only\n\t\t// Detect overflow:scroll screwiness (gh-3699)\n\t\tdiv.style.position = \"absolute\";\n\t\tscrollboxSizeVal = div.offsetWidth === 36 || \"absolute\";\n\n\t\tdocumentElement.removeChild( container );\n\n\t\t// Nullify the div so it wouldn't be stored in the memory and\n\t\t// it will also be a sign that checks already performed\n\t\tdiv = null;\n\t}\n\n\tfunction roundPixelMeasures( measure ) {\n\t\treturn Math.round( parseFloat( measure ) );\n\t}\n\n\tvar pixelPositionVal, boxSizingReliableVal, scrollboxSizeVal, pixelBoxStylesVal,\n\t\treliableMarginLeftVal,\n\t\tcontainer = document.createElement( \"div\" ),\n\t\tdiv = document.createElement( \"div\" );\n\n\t// Finish early in limited (non-browser) environments\n\tif ( !div.style ) {\n\t\treturn;\n\t}\n\n\t// Support: IE <=9 - 11 only\n\t// Style of cloned element affects source element cloned (#8908)\n\tdiv.style.backgroundClip = \"content-box\";\n\tdiv.cloneNode( true ).style.backgroundClip = \"\";\n\tsupport.clearCloneStyle = div.style.backgroundClip === \"content-box\";\n\n\tjQuery.extend( support, {\n\t\tboxSizingReliable: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn boxSizingReliableVal;\n\t\t},\n\t\tpixelBoxStyles: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn pixelBoxStylesVal;\n\t\t},\n\t\tpixelPosition: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn pixelPositionVal;\n\t\t},\n\t\treliableMarginLeft: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn reliableMarginLeftVal;\n\t\t},\n\t\tscrollboxSize: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn scrollboxSizeVal;\n\t\t}\n\t} );\n} )();\n\n\nfunction curCSS( elem, name, computed ) {\n\tvar width, minWidth, maxWidth, ret,\n\n\t\t// Support: Firefox 51+\n\t\t// Retrieving style before computed somehow\n\t\t// fixes an issue with getting wrong values\n\t\t// on detached elements\n\t\tstyle = elem.style;\n\n\tcomputed = computed || getStyles( elem );\n\n\t// getPropertyValue is needed for:\n\t//   .css('filter') (IE 9 only, #12537)\n\t//   .css('--customProperty) (#3144)\n\tif ( computed ) {\n\t\tret = computed.getPropertyValue( name ) || computed[ name ];\n\n\t\tif ( ret === \"\" && !jQuery.contains( elem.ownerDocument, elem ) ) {\n\t\t\tret = jQuery.style( elem, name );\n\t\t}\n\n\t\t// A tribute to the \"awesome hack by Dean Edwards\"\n\t\t// Android Browser returns percentage for some values,\n\t\t// but width seems to be reliably pixels.\n\t\t// This is against the CSSOM draft spec:\n\t\t// https://drafts.csswg.org/cssom/#resolved-values\n\t\tif ( !support.pixelBoxStyles() && rnumnonpx.test( ret ) && rboxStyle.test( name ) ) {\n\n\t\t\t// Remember the original values\n\t\t\twidth = style.width;\n\t\t\tminWidth = style.minWidth;\n\t\t\tmaxWidth = style.maxWidth;\n\n\t\t\t// Put in the new values to get a computed value out\n\t\t\tstyle.minWidth = style.maxWidth = style.width = ret;\n\t\t\tret = computed.width;\n\n\t\t\t// Revert the changed values\n\t\t\tstyle.width = width;\n\t\t\tstyle.minWidth = minWidth;\n\t\t\tstyle.maxWidth = maxWidth;\n\t\t}\n\t}\n\n\treturn ret !== undefined ?\n\n\t\t// Support: IE <=9 - 11 only\n\t\t// IE returns zIndex value as an integer.\n\t\tret + \"\" :\n\t\tret;\n}\n\n\nfunction addGetHookIf( conditionFn, hookFn ) {\n\n\t// Define the hook, we'll check on the first run if it's really needed.\n\treturn {\n\t\tget: function() {\n\t\t\tif ( conditionFn() ) {\n\n\t\t\t\t// Hook not needed (or it's not possible to use it due\n\t\t\t\t// to missing dependency), remove it.\n\t\t\t\tdelete this.get;\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Hook needed; redefine it so that the support test is not executed again.\n\t\t\treturn ( this.get = hookFn ).apply( this, arguments );\n\t\t}\n\t};\n}\n\n\nvar\n\n\t// Swappable if display is none or starts with table\n\t// except \"table\", \"table-cell\", or \"table-caption\"\n\t// See here for display values: https://developer.mozilla.org/en-US/docs/CSS/display\n\trdisplayswap = /^(none|table(?!-c[ea]).+)/,\n\trcustomProp = /^--/,\n\tcssShow = { position: \"absolute\", visibility: \"hidden\", display: \"block\" },\n\tcssNormalTransform = {\n\t\tletterSpacing: \"0\",\n\t\tfontWeight: \"400\"\n\t},\n\n\tcssPrefixes = [ \"Webkit\", \"Moz\", \"ms\" ],\n\temptyStyle = document.createElement( \"div\" ).style;\n\n// Return a css property mapped to a potentially vendor prefixed property\nfunction vendorPropName( name ) {\n\n\t// Shortcut for names that are not vendor prefixed\n\tif ( name in emptyStyle ) {\n\t\treturn name;\n\t}\n\n\t// Check for vendor prefixed names\n\tvar capName = name[ 0 ].toUpperCase() + name.slice( 1 ),\n\t\ti = cssPrefixes.length;\n\n\twhile ( i-- ) {\n\t\tname = cssPrefixes[ i ] + capName;\n\t\tif ( name in emptyStyle ) {\n\t\t\treturn name;\n\t\t}\n\t}\n}\n\n// Return a property mapped along what jQuery.cssProps suggests or to\n// a vendor prefixed property.\nfunction finalPropName( name ) {\n\tvar ret = jQuery.cssProps[ name ];\n\tif ( !ret ) {\n\t\tret = jQuery.cssProps[ name ] = vendorPropName( name ) || name;\n\t}\n\treturn ret;\n}\n\nfunction setPositiveNumber( elem, value, subtract ) {\n\n\t// Any relative (+/-) values have already been\n\t// normalized at this point\n\tvar matches = rcssNum.exec( value );\n\treturn matches ?\n\n\t\t// Guard against undefined \"subtract\", e.g., when used as in cssHooks\n\t\tMath.max( 0, matches[ 2 ] - ( subtract || 0 ) ) + ( matches[ 3 ] || \"px\" ) :\n\t\tvalue;\n}\n\nfunction boxModelAdjustment( elem, dimension, box, isBorderBox, styles, computedVal ) {\n\tvar i = dimension === \"width\" ? 1 : 0,\n\t\textra = 0,\n\t\tdelta = 0;\n\n\t// Adjustment may not be necessary\n\tif ( box === ( isBorderBox ? \"border\" : \"content\" ) ) {\n\t\treturn 0;\n\t}\n\n\tfor ( ; i < 4; i += 2 ) {\n\n\t\t// Both box models exclude margin\n\t\tif ( box === \"margin\" ) {\n\t\t\tdelta += jQuery.css( elem, box + cssExpand[ i ], true, styles );\n\t\t}\n\n\t\t// If we get here with a content-box, we're seeking \"padding\" or \"border\" or \"margin\"\n\t\tif ( !isBorderBox ) {\n\n\t\t\t// Add padding\n\t\t\tdelta += jQuery.css( elem, \"padding\" + cssExpand[ i ], true, styles );\n\n\t\t\t// For \"border\" or \"margin\", add border\n\t\t\tif ( box !== \"padding\" ) {\n\t\t\t\tdelta += jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\n\t\t\t// But still keep track of it otherwise\n\t\t\t} else {\n\t\t\t\textra += jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\t\t\t}\n\n\t\t// If we get here with a border-box (content + padding + border), we're seeking \"content\" or\n\t\t// \"padding\" or \"margin\"\n\t\t} else {\n\n\t\t\t// For \"content\", subtract padding\n\t\t\tif ( box === \"content\" ) {\n\t\t\t\tdelta -= jQuery.css( elem, \"padding\" + cssExpand[ i ], true, styles );\n\t\t\t}\n\n\t\t\t// For \"content\" or \"padding\", subtract border\n\t\t\tif ( box !== \"margin\" ) {\n\t\t\t\tdelta -= jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\t\t\t}\n\t\t}\n\t}\n\n\t// Account for positive content-box scroll gutter when requested by providing computedVal\n\tif ( !isBorderBox && computedVal >= 0 ) {\n\n\t\t// offsetWidth/offsetHeight is a rounded sum of content, padding, scroll gutter, and border\n\t\t// Assuming integer scroll gutter, subtract the rest and round down\n\t\tdelta += Math.max( 0, Math.ceil(\n\t\t\telem[ \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 ) ] -\n\t\t\tcomputedVal -\n\t\t\tdelta -\n\t\t\textra -\n\t\t\t0.5\n\t\t) );\n\t}\n\n\treturn delta;\n}\n\nfunction getWidthOrHeight( elem, dimension, extra ) {\n\n\t// Start with computed style\n\tvar styles = getStyles( elem ),\n\t\tval = curCSS( elem, dimension, styles ),\n\t\tisBorderBox = jQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\",\n\t\tvalueIsBorderBox = isBorderBox;\n\n\t// Support: Firefox <=54\n\t// Return a confounding non-pixel value or feign ignorance, as appropriate.\n\tif ( rnumnonpx.test( val ) ) {\n\t\tif ( !extra ) {\n\t\t\treturn val;\n\t\t}\n\t\tval = \"auto\";\n\t}\n\n\t// Check for style in case a browser which returns unreliable values\n\t// for getComputedStyle silently falls back to the reliable elem.style\n\tvalueIsBorderBox = valueIsBorderBox &&\n\t\t( support.boxSizingReliable() || val === elem.style[ dimension ] );\n\n\t// Fall back to offsetWidth/offsetHeight when value is \"auto\"\n\t// This happens for inline elements with no explicit setting (gh-3571)\n\t// Support: Android <=4.1 - 4.3 only\n\t// Also use offsetWidth/offsetHeight for misreported inline dimensions (gh-3602)\n\tif ( val === \"auto\" ||\n\t\t!parseFloat( val ) && jQuery.css( elem, \"display\", false, styles ) === \"inline\" ) {\n\n\t\tval = elem[ \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 ) ];\n\n\t\t// offsetWidth/offsetHeight provide border-box values\n\t\tvalueIsBorderBox = true;\n\t}\n\n\t// Normalize \"\" and auto\n\tval = parseFloat( val ) || 0;\n\n\t// Adjust for the element's box model\n\treturn ( val +\n\t\tboxModelAdjustment(\n\t\t\telem,\n\t\t\tdimension,\n\t\t\textra || ( isBorderBox ? \"border\" : \"content\" ),\n\t\t\tvalueIsBorderBox,\n\t\t\tstyles,\n\n\t\t\t// Provide the current computed size to request scroll gutter calculation (gh-3589)\n\t\t\tval\n\t\t)\n\t) + \"px\";\n}\n\njQuery.extend( {\n\n\t// Add in style property hooks for overriding the default\n\t// behavior of getting and setting a style property\n\tcssHooks: {\n\t\topacity: {\n\t\t\tget: function( elem, computed ) {\n\t\t\t\tif ( computed ) {\n\n\t\t\t\t\t// We should always get a number back from opacity\n\t\t\t\t\tvar ret = curCSS( elem, \"opacity\" );\n\t\t\t\t\treturn ret === \"\" ? \"1\" : ret;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\t// Don't automatically add \"px\" to these possibly-unitless properties\n\tcssNumber: {\n\t\t\"animationIterationCount\": true,\n\t\t\"columnCount\": true,\n\t\t\"fillOpacity\": true,\n\t\t\"flexGrow\": true,\n\t\t\"flexShrink\": true,\n\t\t\"fontWeight\": true,\n\t\t\"lineHeight\": true,\n\t\t\"opacity\": true,\n\t\t\"order\": true,\n\t\t\"orphans\": true,\n\t\t\"widows\": true,\n\t\t\"zIndex\": true,\n\t\t\"zoom\": true\n\t},\n\n\t// Add in properties whose names you wish to fix before\n\t// setting or getting the value\n\tcssProps: {},\n\n\t// Get and set the style property on a DOM Node\n\tstyle: function( elem, name, value, extra ) {\n\n\t\t// Don't set styles on text and comment nodes\n\t\tif ( !elem || elem.nodeType === 3 || elem.nodeType === 8 || !elem.style ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Make sure that we're working with the right name\n\t\tvar ret, type, hooks,\n\t\t\torigName = camelCase( name ),\n\t\t\tisCustomProp = rcustomProp.test( name ),\n\t\t\tstyle = elem.style;\n\n\t\t// Make sure that we're working with the right name. We don't\n\t\t// want to query the value if it is a CSS custom property\n\t\t// since they are user-defined.\n\t\tif ( !isCustomProp ) {\n\t\t\tname = finalPropName( origName );\n\t\t}\n\n\t\t// Gets hook for the prefixed version, then unprefixed version\n\t\thooks = jQuery.cssHooks[ name ] || jQuery.cssHooks[ origName ];\n\n\t\t// Check if we're setting a value\n\t\tif ( value !== undefined ) {\n\t\t\ttype = typeof value;\n\n\t\t\t// Convert \"+=\" or \"-=\" to relative numbers (#7345)\n\t\t\tif ( type === \"string\" && ( ret = rcssNum.exec( value ) ) && ret[ 1 ] ) {\n\t\t\t\tvalue = adjustCSS( elem, name, ret );\n\n\t\t\t\t// Fixes bug #9237\n\t\t\t\ttype = \"number\";\n\t\t\t}\n\n\t\t\t// Make sure that null and NaN values aren't set (#7116)\n\t\t\tif ( value == null || value !== value ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// If a number was passed in, add the unit (except for certain CSS properties)\n\t\t\tif ( type === \"number\" ) {\n\t\t\t\tvalue += ret && ret[ 3 ] || ( jQuery.cssNumber[ origName ] ? \"\" : \"px\" );\n\t\t\t}\n\n\t\t\t// background-* props affect original clone's values\n\t\t\tif ( !support.clearCloneStyle && value === \"\" && name.indexOf( \"background\" ) === 0 ) {\n\t\t\t\tstyle[ name ] = \"inherit\";\n\t\t\t}\n\n\t\t\t// If a hook was provided, use that value, otherwise just set the specified value\n\t\t\tif ( !hooks || !( \"set\" in hooks ) ||\n\t\t\t\t( value = hooks.set( elem, value, extra ) ) !== undefined ) {\n\n\t\t\t\tif ( isCustomProp ) {\n\t\t\t\t\tstyle.setProperty( name, value );\n\t\t\t\t} else {\n\t\t\t\t\tstyle[ name ] = value;\n\t\t\t\t}\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// If a hook was provided get the non-computed value from there\n\t\t\tif ( hooks && \"get\" in hooks &&\n\t\t\t\t( ret = hooks.get( elem, false, extra ) ) !== undefined ) {\n\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\t// Otherwise just get the value from the style object\n\t\t\treturn style[ name ];\n\t\t}\n\t},\n\n\tcss: function( elem, name, extra, styles ) {\n\t\tvar val, num, hooks,\n\t\t\torigName = camelCase( name ),\n\t\t\tisCustomProp = rcustomProp.test( name );\n\n\t\t// Make sure that we're working with the right name. We don't\n\t\t// want to modify the value if it is a CSS custom property\n\t\t// since they are user-defined.\n\t\tif ( !isCustomProp ) {\n\t\t\tname = finalPropName( origName );\n\t\t}\n\n\t\t// Try prefixed name followed by the unprefixed name\n\t\thooks = jQuery.cssHooks[ name ] || jQuery.cssHooks[ origName ];\n\n\t\t// If a hook was provided get the computed value from there\n\t\tif ( hooks && \"get\" in hooks ) {\n\t\t\tval = hooks.get( elem, true, extra );\n\t\t}\n\n\t\t// Otherwise, if a way to get the computed value exists, use that\n\t\tif ( val === undefined ) {\n\t\t\tval = curCSS( elem, name, styles );\n\t\t}\n\n\t\t// Convert \"normal\" to computed value\n\t\tif ( val === \"normal\" && name in cssNormalTransform ) {\n\t\t\tval = cssNormalTransform[ name ];\n\t\t}\n\n\t\t// Make numeric if forced or a qualifier was provided and val looks numeric\n\t\tif ( extra === \"\" || extra ) {\n\t\t\tnum = parseFloat( val );\n\t\t\treturn extra === true || isFinite( num ) ? num || 0 : val;\n\t\t}\n\n\t\treturn val;\n\t}\n} );\n\njQuery.each( [ \"height\", \"width\" ], function( i, dimension ) {\n\tjQuery.cssHooks[ dimension ] = {\n\t\tget: function( elem, computed, extra ) {\n\t\t\tif ( computed ) {\n\n\t\t\t\t// Certain elements can have dimension info if we invisibly show them\n\t\t\t\t// but it must have a current display style that would benefit\n\t\t\t\treturn rdisplayswap.test( jQuery.css( elem, \"display\" ) ) &&\n\n\t\t\t\t\t// Support: Safari 8+\n\t\t\t\t\t// Table columns in Safari have non-zero offsetWidth & zero\n\t\t\t\t\t// getBoundingClientRect().width unless display is changed.\n\t\t\t\t\t// Support: IE <=11 only\n\t\t\t\t\t// Running getBoundingClientRect on a disconnected node\n\t\t\t\t\t// in IE throws an error.\n\t\t\t\t\t( !elem.getClientRects().length || !elem.getBoundingClientRect().width ) ?\n\t\t\t\t\t\tswap( elem, cssShow, function() {\n\t\t\t\t\t\t\treturn getWidthOrHeight( elem, dimension, extra );\n\t\t\t\t\t\t} ) :\n\t\t\t\t\t\tgetWidthOrHeight( elem, dimension, extra );\n\t\t\t}\n\t\t},\n\n\t\tset: function( elem, value, extra ) {\n\t\t\tvar matches,\n\t\t\t\tstyles = getStyles( elem ),\n\t\t\t\tisBorderBox = jQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\",\n\t\t\t\tsubtract = extra && boxModelAdjustment(\n\t\t\t\t\telem,\n\t\t\t\t\tdimension,\n\t\t\t\t\textra,\n\t\t\t\t\tisBorderBox,\n\t\t\t\t\tstyles\n\t\t\t\t);\n\n\t\t\t// Account for unreliable border-box dimensions by comparing offset* to computed and\n\t\t\t// faking a content-box to get border and padding (gh-3699)\n\t\t\tif ( isBorderBox && support.scrollboxSize() === styles.position ) {\n\t\t\t\tsubtract -= Math.ceil(\n\t\t\t\t\telem[ \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 ) ] -\n\t\t\t\t\tparseFloat( styles[ dimension ] ) -\n\t\t\t\t\tboxModelAdjustment( elem, dimension, \"border\", false, styles ) -\n\t\t\t\t\t0.5\n\t\t\t\t);\n\t\t\t}\n\n\t\t\t// Convert to pixels if value adjustment is needed\n\t\t\tif ( subtract && ( matches = rcssNum.exec( value ) ) &&\n\t\t\t\t( matches[ 3 ] || \"px\" ) !== \"px\" ) {\n\n\t\t\t\telem.style[ dimension ] = value;\n\t\t\t\tvalue = jQuery.css( elem, dimension );\n\t\t\t}\n\n\t\t\treturn setPositiveNumber( elem, value, subtract );\n\t\t}\n\t};\n} );\n\njQuery.cssHooks.marginLeft = addGetHookIf( support.reliableMarginLeft,\n\tfunction( elem, computed ) {\n\t\tif ( computed ) {\n\t\t\treturn ( parseFloat( curCSS( elem, \"marginLeft\" ) ) ||\n\t\t\t\telem.getBoundingClientRect().left -\n\t\t\t\t\tswap( elem, { marginLeft: 0 }, function() {\n\t\t\t\t\t\treturn elem.getBoundingClientRect().left;\n\t\t\t\t\t} )\n\t\t\t\t) + \"px\";\n\t\t}\n\t}\n);\n\n// These hooks are used by animate to expand properties\njQuery.each( {\n\tmargin: \"\",\n\tpadding: \"\",\n\tborder: \"Width\"\n}, function( prefix, suffix ) {\n\tjQuery.cssHooks[ prefix + suffix ] = {\n\t\texpand: function( value ) {\n\t\t\tvar i = 0,\n\t\t\t\texpanded = {},\n\n\t\t\t\t// Assumes a single number if not a string\n\t\t\t\tparts = typeof value === \"string\" ? value.split( \" \" ) : [ value ];\n\n\t\t\tfor ( ; i < 4; i++ ) {\n\t\t\t\texpanded[ prefix + cssExpand[ i ] + suffix ] =\n\t\t\t\t\tparts[ i ] || parts[ i - 2 ] || parts[ 0 ];\n\t\t\t}\n\n\t\t\treturn expanded;\n\t\t}\n\t};\n\n\tif ( prefix !== \"margin\" ) {\n\t\tjQuery.cssHooks[ prefix + suffix ].set = setPositiveNumber;\n\t}\n} );\n\njQuery.fn.extend( {\n\tcss: function( name, value ) {\n\t\treturn access( this, function( elem, name, value ) {\n\t\t\tvar styles, len,\n\t\t\t\tmap = {},\n\t\t\t\ti = 0;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\t\t\t\tstyles = getStyles( elem );\n\t\t\t\tlen = name.length;\n\n\t\t\t\tfor ( ; i < len; i++ ) {\n\t\t\t\t\tmap[ name[ i ] ] = jQuery.css( elem, name[ i ], false, styles );\n\t\t\t\t}\n\n\t\t\t\treturn map;\n\t\t\t}\n\n\t\t\treturn value !== undefined ?\n\t\t\t\tjQuery.style( elem, name, value ) :\n\t\t\t\tjQuery.css( elem, name );\n\t\t}, name, value, arguments.length > 1 );\n\t}\n} );\n\n\nfunction Tween( elem, options, prop, end, easing ) {\n\treturn new Tween.prototype.init( elem, options, prop, end, easing );\n}\njQuery.Tween = Tween;\n\nTween.prototype = {\n\tconstructor: Tween,\n\tinit: function( elem, options, prop, end, easing, unit ) {\n\t\tthis.elem = elem;\n\t\tthis.prop = prop;\n\t\tthis.easing = easing || jQuery.easing._default;\n\t\tthis.options = options;\n\t\tthis.start = this.now = this.cur();\n\t\tthis.end = end;\n\t\tthis.unit = unit || ( jQuery.cssNumber[ prop ] ? \"\" : \"px\" );\n\t},\n\tcur: function() {\n\t\tvar hooks = Tween.propHooks[ this.prop ];\n\n\t\treturn hooks && hooks.get ?\n\t\t\thooks.get( this ) :\n\t\t\tTween.propHooks._default.get( this );\n\t},\n\trun: function( percent ) {\n\t\tvar eased,\n\t\t\thooks = Tween.propHooks[ this.prop ];\n\n\t\tif ( this.options.duration ) {\n\t\t\tthis.pos = eased = jQuery.easing[ this.easing ](\n\t\t\t\tpercent, this.options.duration * percent, 0, 1, this.options.duration\n\t\t\t);\n\t\t} else {\n\t\t\tthis.pos = eased = percent;\n\t\t}\n\t\tthis.now = ( this.end - this.start ) * eased + this.start;\n\n\t\tif ( this.options.step ) {\n\t\t\tthis.options.step.call( this.elem, this.now, this );\n\t\t}\n\n\t\tif ( hooks && hooks.set ) {\n\t\t\thooks.set( this );\n\t\t} else {\n\t\t\tTween.propHooks._default.set( this );\n\t\t}\n\t\treturn this;\n\t}\n};\n\nTween.prototype.init.prototype = Tween.prototype;\n\nTween.propHooks = {\n\t_default: {\n\t\tget: function( tween ) {\n\t\t\tvar result;\n\n\t\t\t// Use a property on the element directly when it is not a DOM element,\n\t\t\t// or when there is no matching style property that exists.\n\t\t\tif ( tween.elem.nodeType !== 1 ||\n\t\t\t\ttween.elem[ tween.prop ] != null && tween.elem.style[ tween.prop ] == null ) {\n\t\t\t\treturn tween.elem[ tween.prop ];\n\t\t\t}\n\n\t\t\t// Passing an empty string as a 3rd parameter to .css will automatically\n\t\t\t// attempt a parseFloat and fallback to a string if the parse fails.\n\t\t\t// Simple values such as \"10px\" are parsed to Float;\n\t\t\t// complex values such as \"rotate(1rad)\" are returned as-is.\n\t\t\tresult = jQuery.css( tween.elem, tween.prop, \"\" );\n\n\t\t\t// Empty strings, null, undefined and \"auto\" are converted to 0.\n\t\t\treturn !result || result === \"auto\" ? 0 : result;\n\t\t},\n\t\tset: function( tween ) {\n\n\t\t\t// Use step hook for back compat.\n\t\t\t// Use cssHook if its there.\n\t\t\t// Use .style if available and use plain properties where available.\n\t\t\tif ( jQuery.fx.step[ tween.prop ] ) {\n\t\t\t\tjQuery.fx.step[ tween.prop ]( tween );\n\t\t\t} else if ( tween.elem.nodeType === 1 &&\n\t\t\t\t( tween.elem.style[ jQuery.cssProps[ tween.prop ] ] != null ||\n\t\t\t\t\tjQuery.cssHooks[ tween.prop ] ) ) {\n\t\t\t\tjQuery.style( tween.elem, tween.prop, tween.now + tween.unit );\n\t\t\t} else {\n\t\t\t\ttween.elem[ tween.prop ] = tween.now;\n\t\t\t}\n\t\t}\n\t}\n};\n\n// Support: IE <=9 only\n// Panic based approach to setting things on disconnected nodes\nTween.propHooks.scrollTop = Tween.propHooks.scrollLeft = {\n\tset: function( tween ) {\n\t\tif ( tween.elem.nodeType && tween.elem.parentNode ) {\n\t\t\ttween.elem[ tween.prop ] = tween.now;\n\t\t}\n\t}\n};\n\njQuery.easing = {\n\tlinear: function( p ) {\n\t\treturn p;\n\t},\n\tswing: function( p ) {\n\t\treturn 0.5 - Math.cos( p * Math.PI ) / 2;\n\t},\n\t_default: \"swing\"\n};\n\njQuery.fx = Tween.prototype.init;\n\n// Back compat <1.8 extension point\njQuery.fx.step = {};\n\n\n\n\nvar\n\tfxNow, inProgress,\n\trfxtypes = /^(?:toggle|show|hide)$/,\n\trrun = /queueHooks$/;\n\nfunction schedule() {\n\tif ( inProgress ) {\n\t\tif ( document.hidden === false && window.requestAnimationFrame ) {\n\t\t\twindow.requestAnimationFrame( schedule );\n\t\t} else {\n\t\t\twindow.setTimeout( schedule, jQuery.fx.interval );\n\t\t}\n\n\t\tjQuery.fx.tick();\n\t}\n}\n\n// Animations created synchronously will run synchronously\nfunction createFxNow() {\n\twindow.setTimeout( function() {\n\t\tfxNow = undefined;\n\t} );\n\treturn ( fxNow = Date.now() );\n}\n\n// Generate parameters to create a standard animation\nfunction genFx( type, includeWidth ) {\n\tvar which,\n\t\ti = 0,\n\t\tattrs = { height: type };\n\n\t// If we include width, step value is 1 to do all cssExpand values,\n\t// otherwise step value is 2 to skip over Left and Right\n\tincludeWidth = includeWidth ? 1 : 0;\n\tfor ( ; i < 4; i += 2 - includeWidth ) {\n\t\twhich = cssExpand[ i ];\n\t\tattrs[ \"margin\" + which ] = attrs[ \"padding\" + which ] = type;\n\t}\n\n\tif ( includeWidth ) {\n\t\tattrs.opacity = attrs.width = type;\n\t}\n\n\treturn attrs;\n}\n\nfunction createTween( value, prop, animation ) {\n\tvar tween,\n\t\tcollection = ( Animation.tweeners[ prop ] || [] ).concat( Animation.tweeners[ \"*\" ] ),\n\t\tindex = 0,\n\t\tlength = collection.length;\n\tfor ( ; index < length; index++ ) {\n\t\tif ( ( tween = collection[ index ].call( animation, prop, value ) ) ) {\n\n\t\t\t// We're done with this property\n\t\t\treturn tween;\n\t\t}\n\t}\n}\n\nfunction defaultPrefilter( elem, props, opts ) {\n\tvar prop, value, toggle, hooks, oldfire, propTween, restoreDisplay, display,\n\t\tisBox = \"width\" in props || \"height\" in props,\n\t\tanim = this,\n\t\torig = {},\n\t\tstyle = elem.style,\n\t\thidden = elem.nodeType && isHiddenWithinTree( elem ),\n\t\tdataShow = dataPriv.get( elem, \"fxshow\" );\n\n\t// Queue-skipping animations hijack the fx hooks\n\tif ( !opts.queue ) {\n\t\thooks = jQuery._queueHooks( elem, \"fx\" );\n\t\tif ( hooks.unqueued == null ) {\n\t\t\thooks.unqueued = 0;\n\t\t\toldfire = hooks.empty.fire;\n\t\t\thooks.empty.fire = function() {\n\t\t\t\tif ( !hooks.unqueued ) {\n\t\t\t\t\toldfire();\n\t\t\t\t}\n\t\t\t};\n\t\t}\n\t\thooks.unqueued++;\n\n\t\tanim.always( function() {\n\n\t\t\t// Ensure the complete handler is called before this completes\n\t\t\tanim.always( function() {\n\t\t\t\thooks.unqueued--;\n\t\t\t\tif ( !jQuery.queue( elem, \"fx\" ).length ) {\n\t\t\t\t\thooks.empty.fire();\n\t\t\t\t}\n\t\t\t} );\n\t\t} );\n\t}\n\n\t// Detect show/hide animations\n\tfor ( prop in props ) {\n\t\tvalue = props[ prop ];\n\t\tif ( rfxtypes.test( value ) ) {\n\t\t\tdelete props[ prop ];\n\t\t\ttoggle = toggle || value === \"toggle\";\n\t\t\tif ( value === ( hidden ? \"hide\" : \"show\" ) ) {\n\n\t\t\t\t// Pretend to be hidden if this is a \"show\" and\n\t\t\t\t// there is still data from a stopped show/hide\n\t\t\t\tif ( value === \"show\" && dataShow && dataShow[ prop ] !== undefined ) {\n\t\t\t\t\thidden = true;\n\n\t\t\t\t// Ignore all other no-op show/hide data\n\t\t\t\t} else {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\t\t\torig[ prop ] = dataShow && dataShow[ prop ] || jQuery.style( elem, prop );\n\t\t}\n\t}\n\n\t// Bail out if this is a no-op like .hide().hide()\n\tpropTween = !jQuery.isEmptyObject( props );\n\tif ( !propTween && jQuery.isEmptyObject( orig ) ) {\n\t\treturn;\n\t}\n\n\t// Restrict \"overflow\" and \"display\" styles during box animations\n\tif ( isBox && elem.nodeType === 1 ) {\n\n\t\t// Support: IE <=9 - 11, Edge 12 - 15\n\t\t// Record all 3 overflow attributes because IE does not infer the shorthand\n\t\t// from identically-valued overflowX and overflowY and Edge just mirrors\n\t\t// the overflowX value there.\n\t\topts.overflow = [ style.overflow, style.overflowX, style.overflowY ];\n\n\t\t// Identify a display type, preferring old show/hide data over the CSS cascade\n\t\trestoreDisplay = dataShow && dataShow.display;\n\t\tif ( restoreDisplay == null ) {\n\t\t\trestoreDisplay = dataPriv.get( elem, \"display\" );\n\t\t}\n\t\tdisplay = jQuery.css( elem, \"display\" );\n\t\tif ( display === \"none\" ) {\n\t\t\tif ( restoreDisplay ) {\n\t\t\t\tdisplay = restoreDisplay;\n\t\t\t} else {\n\n\t\t\t\t// Get nonempty value(s) by temporarily forcing visibility\n\t\t\t\tshowHide( [ elem ], true );\n\t\t\t\trestoreDisplay = elem.style.display || restoreDisplay;\n\t\t\t\tdisplay = jQuery.css( elem, \"display\" );\n\t\t\t\tshowHide( [ elem ] );\n\t\t\t}\n\t\t}\n\n\t\t// Animate inline elements as inline-block\n\t\tif ( display === \"inline\" || display === \"inline-block\" && restoreDisplay != null ) {\n\t\t\tif ( jQuery.css( elem, \"float\" ) === \"none\" ) {\n\n\t\t\t\t// Restore the original display value at the end of pure show/hide animations\n\t\t\t\tif ( !propTween ) {\n\t\t\t\t\tanim.done( function() {\n\t\t\t\t\t\tstyle.display = restoreDisplay;\n\t\t\t\t\t} );\n\t\t\t\t\tif ( restoreDisplay == null ) {\n\t\t\t\t\t\tdisplay = style.display;\n\t\t\t\t\t\trestoreDisplay = display === \"none\" ? \"\" : display;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tstyle.display = \"inline-block\";\n\t\t\t}\n\t\t}\n\t}\n\n\tif ( opts.overflow ) {\n\t\tstyle.overflow = \"hidden\";\n\t\tanim.always( function() {\n\t\t\tstyle.overflow = opts.overflow[ 0 ];\n\t\t\tstyle.overflowX = opts.overflow[ 1 ];\n\t\t\tstyle.overflowY = opts.overflow[ 2 ];\n\t\t} );\n\t}\n\n\t// Implement show/hide animations\n\tpropTween = false;\n\tfor ( prop in orig ) {\n\n\t\t// General show/hide setup for this element animation\n\t\tif ( !propTween ) {\n\t\t\tif ( dataShow ) {\n\t\t\t\tif ( \"hidden\" in dataShow ) {\n\t\t\t\t\thidden = dataShow.hidden;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tdataShow = dataPriv.access( elem, \"fxshow\", { display: restoreDisplay } );\n\t\t\t}\n\n\t\t\t// Store hidden/visible for toggle so `.stop().toggle()` \"reverses\"\n\t\t\tif ( toggle ) {\n\t\t\t\tdataShow.hidden = !hidden;\n\t\t\t}\n\n\t\t\t// Show elements before animating them\n\t\t\tif ( hidden ) {\n\t\t\t\tshowHide( [ elem ], true );\n\t\t\t}\n\n\t\t\t/* eslint-disable no-loop-func */\n\n\t\t\tanim.done( function() {\n\n\t\t\t/* eslint-enable no-loop-func */\n\n\t\t\t\t// The final step of a \"hide\" animation is actually hiding the element\n\t\t\t\tif ( !hidden ) {\n\t\t\t\t\tshowHide( [ elem ] );\n\t\t\t\t}\n\t\t\t\tdataPriv.remove( elem, \"fxshow\" );\n\t\t\t\tfor ( prop in orig ) {\n\t\t\t\t\tjQuery.style( elem, prop, orig[ prop ] );\n\t\t\t\t}\n\t\t\t} );\n\t\t}\n\n\t\t// Per-property setup\n\t\tpropTween = createTween( hidden ? dataShow[ prop ] : 0, prop, anim );\n\t\tif ( !( prop in dataShow ) ) {\n\t\t\tdataShow[ prop ] = propTween.start;\n\t\t\tif ( hidden ) {\n\t\t\t\tpropTween.end = propTween.start;\n\t\t\t\tpropTween.start = 0;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfunction propFilter( props, specialEasing ) {\n\tvar index, name, easing, value, hooks;\n\n\t// camelCase, specialEasing and expand cssHook pass\n\tfor ( index in props ) {\n\t\tname = camelCase( index );\n\t\teasing = specialEasing[ name ];\n\t\tvalue = props[ index ];\n\t\tif ( Array.isArray( value ) ) {\n\t\t\teasing = value[ 1 ];\n\t\t\tvalue = props[ index ] = value[ 0 ];\n\t\t}\n\n\t\tif ( index !== name ) {\n\t\t\tprops[ name ] = value;\n\t\t\tdelete props[ index ];\n\t\t}\n\n\t\thooks = jQuery.cssHooks[ name ];\n\t\tif ( hooks && \"expand\" in hooks ) {\n\t\t\tvalue = hooks.expand( value );\n\t\t\tdelete props[ name ];\n\n\t\t\t// Not quite $.extend, this won't overwrite existing keys.\n\t\t\t// Reusing 'index' because we have the correct \"name\"\n\t\t\tfor ( index in value ) {\n\t\t\t\tif ( !( index in props ) ) {\n\t\t\t\t\tprops[ index ] = value[ index ];\n\t\t\t\t\tspecialEasing[ index ] = easing;\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tspecialEasing[ name ] = easing;\n\t\t}\n\t}\n}\n\nfunction Animation( elem, properties, options ) {\n\tvar result,\n\t\tstopped,\n\t\tindex = 0,\n\t\tlength = Animation.prefilters.length,\n\t\tdeferred = jQuery.Deferred().always( function() {\n\n\t\t\t// Don't match elem in the :animated selector\n\t\t\tdelete tick.elem;\n\t\t} ),\n\t\ttick = function() {\n\t\t\tif ( stopped ) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tvar currentTime = fxNow || createFxNow(),\n\t\t\t\tremaining = Math.max( 0, animation.startTime + animation.duration - currentTime ),\n\n\t\t\t\t// Support: Android 2.3 only\n\t\t\t\t// Archaic crash bug won't allow us to use `1 - ( 0.5 || 0 )` (#12497)\n\t\t\t\ttemp = remaining / animation.duration || 0,\n\t\t\t\tpercent = 1 - temp,\n\t\t\t\tindex = 0,\n\t\t\t\tlength = animation.tweens.length;\n\n\t\t\tfor ( ; index < length; index++ ) {\n\t\t\t\tanimation.tweens[ index ].run( percent );\n\t\t\t}\n\n\t\t\tdeferred.notifyWith( elem, [ animation, percent, remaining ] );\n\n\t\t\t// If there's more to do, yield\n\t\t\tif ( percent < 1 && length ) {\n\t\t\t\treturn remaining;\n\t\t\t}\n\n\t\t\t// If this was an empty animation, synthesize a final progress notification\n\t\t\tif ( !length ) {\n\t\t\t\tdeferred.notifyWith( elem, [ animation, 1, 0 ] );\n\t\t\t}\n\n\t\t\t// Resolve the animation and report its conclusion\n\t\t\tdeferred.resolveWith( elem, [ animation ] );\n\t\t\treturn false;\n\t\t},\n\t\tanimation = deferred.promise( {\n\t\t\telem: elem,\n\t\t\tprops: jQuery.extend( {}, properties ),\n\t\t\topts: jQuery.extend( true, {\n\t\t\t\tspecialEasing: {},\n\t\t\t\teasing: jQuery.easing._default\n\t\t\t}, options ),\n\t\t\toriginalProperties: properties,\n\t\t\toriginalOptions: options,\n\t\t\tstartTime: fxNow || createFxNow(),\n\t\t\tduration: options.duration,\n\t\t\ttweens: [],\n\t\t\tcreateTween: function( prop, end ) {\n\t\t\t\tvar tween = jQuery.Tween( elem, animation.opts, prop, end,\n\t\t\t\t\t\tanimation.opts.specialEasing[ prop ] || animation.opts.easing );\n\t\t\t\tanimation.tweens.push( tween );\n\t\t\t\treturn tween;\n\t\t\t},\n\t\t\tstop: function( gotoEnd ) {\n\t\t\t\tvar index = 0,\n\n\t\t\t\t\t// If we are going to the end, we want to run all the tweens\n\t\t\t\t\t// otherwise we skip this part\n\t\t\t\t\tlength = gotoEnd ? animation.tweens.length : 0;\n\t\t\t\tif ( stopped ) {\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\t\t\t\tstopped = true;\n\t\t\t\tfor ( ; index < length; index++ ) {\n\t\t\t\t\tanimation.tweens[ index ].run( 1 );\n\t\t\t\t}\n\n\t\t\t\t// Resolve when we played the last frame; otherwise, reject\n\t\t\t\tif ( gotoEnd ) {\n\t\t\t\t\tdeferred.notifyWith( elem, [ animation, 1, 0 ] );\n\t\t\t\t\tdeferred.resolveWith( elem, [ animation, gotoEnd ] );\n\t\t\t\t} else {\n\t\t\t\t\tdeferred.rejectWith( elem, [ animation, gotoEnd ] );\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t}\n\t\t} ),\n\t\tprops = animation.props;\n\n\tpropFilter( props, animation.opts.specialEasing );\n\n\tfor ( ; index < length; index++ ) {\n\t\tresult = Animation.prefilters[ index ].call( animation, elem, props, animation.opts );\n\t\tif ( result ) {\n\t\t\tif ( isFunction( result.stop ) ) {\n\t\t\t\tjQuery._queueHooks( animation.elem, animation.opts.queue ).stop =\n\t\t\t\t\tresult.stop.bind( result );\n\t\t\t}\n\t\t\treturn result;\n\t\t}\n\t}\n\n\tjQuery.map( props, createTween, animation );\n\n\tif ( isFunction( animation.opts.start ) ) {\n\t\tanimation.opts.start.call( elem, animation );\n\t}\n\n\t// Attach callbacks from options\n\tanimation\n\t\t.progress( animation.opts.progress )\n\t\t.done( animation.opts.done, animation.opts.complete )\n\t\t.fail( animation.opts.fail )\n\t\t.always( animation.opts.always );\n\n\tjQuery.fx.timer(\n\t\tjQuery.extend( tick, {\n\t\t\telem: elem,\n\t\t\tanim: animation,\n\t\t\tqueue: animation.opts.queue\n\t\t} )\n\t);\n\n\treturn animation;\n}\n\njQuery.Animation = jQuery.extend( Animation, {\n\n\ttweeners: {\n\t\t\"*\": [ function( prop, value ) {\n\t\t\tvar tween = this.createTween( prop, value );\n\t\t\tadjustCSS( tween.elem, prop, rcssNum.exec( value ), tween );\n\t\t\treturn tween;\n\t\t} ]\n\t},\n\n\ttweener: function( props, callback ) {\n\t\tif ( isFunction( props ) ) {\n\t\t\tcallback = props;\n\t\t\tprops = [ \"*\" ];\n\t\t} else {\n\t\t\tprops = props.match( rnothtmlwhite );\n\t\t}\n\n\t\tvar prop,\n\t\t\tindex = 0,\n\t\t\tlength = props.length;\n\n\t\tfor ( ; index < length; index++ ) {\n\t\t\tprop = props[ index ];\n\t\t\tAnimation.tweeners[ prop ] = Animation.tweeners[ prop ] || [];\n\t\t\tAnimation.tweeners[ prop ].unshift( callback );\n\t\t}\n\t},\n\n\tprefilters: [ defaultPrefilter ],\n\n\tprefilter: function( callback, prepend ) {\n\t\tif ( prepend ) {\n\t\t\tAnimation.prefilters.unshift( callback );\n\t\t} else {\n\t\t\tAnimation.prefilters.push( callback );\n\t\t}\n\t}\n} );\n\njQuery.speed = function( speed, easing, fn ) {\n\tvar opt = speed && typeof speed === \"object\" ? jQuery.extend( {}, speed ) : {\n\t\tcomplete: fn || !fn && easing ||\n\t\t\tisFunction( speed ) && speed,\n\t\tduration: speed,\n\t\teasing: fn && easing || easing && !isFunction( easing ) && easing\n\t};\n\n\t// Go to the end state if fx are off\n\tif ( jQuery.fx.off ) {\n\t\topt.duration = 0;\n\n\t} else {\n\t\tif ( typeof opt.duration !== \"number\" ) {\n\t\t\tif ( opt.duration in jQuery.fx.speeds ) {\n\t\t\t\topt.duration = jQuery.fx.speeds[ opt.duration ];\n\n\t\t\t} else {\n\t\t\t\topt.duration = jQuery.fx.speeds._default;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Normalize opt.queue - true/undefined/null -> \"fx\"\n\tif ( opt.queue == null || opt.queue === true ) {\n\t\topt.queue = \"fx\";\n\t}\n\n\t// Queueing\n\topt.old = opt.complete;\n\n\topt.complete = function() {\n\t\tif ( isFunction( opt.old ) ) {\n\t\t\topt.old.call( this );\n\t\t}\n\n\t\tif ( opt.queue ) {\n\t\t\tjQuery.dequeue( this, opt.queue );\n\t\t}\n\t};\n\n\treturn opt;\n};\n\njQuery.fn.extend( {\n\tfadeTo: function( speed, to, easing, callback ) {\n\n\t\t// Show any hidden elements after setting opacity to 0\n\t\treturn this.filter( isHiddenWithinTree ).css( \"opacity\", 0 ).show()\n\n\t\t\t// Animate to the value specified\n\t\t\t.end().animate( { opacity: to }, speed, easing, callback );\n\t},\n\tanimate: function( prop, speed, easing, callback ) {\n\t\tvar empty = jQuery.isEmptyObject( prop ),\n\t\t\toptall = jQuery.speed( speed, easing, callback ),\n\t\t\tdoAnimation = function() {\n\n\t\t\t\t// Operate on a copy of prop so per-property easing won't be lost\n\t\t\t\tvar anim = Animation( this, jQuery.extend( {}, prop ), optall );\n\n\t\t\t\t// Empty animations, or finishing resolves immediately\n\t\t\t\tif ( empty || dataPriv.get( this, \"finish\" ) ) {\n\t\t\t\t\tanim.stop( true );\n\t\t\t\t}\n\t\t\t};\n\t\t\tdoAnimation.finish = doAnimation;\n\n\t\treturn empty || optall.queue === false ?\n\t\t\tthis.each( doAnimation ) :\n\t\t\tthis.queue( optall.queue, doAnimation );\n\t},\n\tstop: function( type, clearQueue, gotoEnd ) {\n\t\tvar stopQueue = function( hooks ) {\n\t\t\tvar stop = hooks.stop;\n\t\t\tdelete hooks.stop;\n\t\t\tstop( gotoEnd );\n\t\t};\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tgotoEnd = clearQueue;\n\t\t\tclearQueue = type;\n\t\t\ttype = undefined;\n\t\t}\n\t\tif ( clearQueue && type !== false ) {\n\t\t\tthis.queue( type || \"fx\", [] );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar dequeue = true,\n\t\t\t\tindex = type != null && type + \"queueHooks\",\n\t\t\t\ttimers = jQuery.timers,\n\t\t\t\tdata = dataPriv.get( this );\n\n\t\t\tif ( index ) {\n\t\t\t\tif ( data[ index ] && data[ index ].stop ) {\n\t\t\t\t\tstopQueue( data[ index ] );\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tfor ( index in data ) {\n\t\t\t\t\tif ( data[ index ] && data[ index ].stop && rrun.test( index ) ) {\n\t\t\t\t\t\tstopQueue( data[ index ] );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfor ( index = timers.length; index--; ) {\n\t\t\t\tif ( timers[ index ].elem === this &&\n\t\t\t\t\t( type == null || timers[ index ].queue === type ) ) {\n\n\t\t\t\t\ttimers[ index ].anim.stop( gotoEnd );\n\t\t\t\t\tdequeue = false;\n\t\t\t\t\ttimers.splice( index, 1 );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Start the next in the queue if the last step wasn't forced.\n\t\t\t// Timers currently will call their complete callbacks, which\n\t\t\t// will dequeue but only if they were gotoEnd.\n\t\t\tif ( dequeue || !gotoEnd ) {\n\t\t\t\tjQuery.dequeue( this, type );\n\t\t\t}\n\t\t} );\n\t},\n\tfinish: function( type ) {\n\t\tif ( type !== false ) {\n\t\t\ttype = type || \"fx\";\n\t\t}\n\t\treturn this.each( function() {\n\t\t\tvar index,\n\t\t\t\tdata = dataPriv.get( this ),\n\t\t\t\tqueue = data[ type + \"queue\" ],\n\t\t\t\thooks = data[ type + \"queueHooks\" ],\n\t\t\t\ttimers = jQuery.timers,\n\t\t\t\tlength = queue ? queue.length : 0;\n\n\t\t\t// Enable finishing flag on private data\n\t\t\tdata.finish = true;\n\n\t\t\t// Empty the queue first\n\t\t\tjQuery.queue( this, type, [] );\n\n\t\t\tif ( hooks && hooks.stop ) {\n\t\t\t\thooks.stop.call( this, true );\n\t\t\t}\n\n\t\t\t// Look for any active animations, and finish them\n\t\t\tfor ( index = timers.length; index--; ) {\n\t\t\t\tif ( timers[ index ].elem === this && timers[ index ].queue === type ) {\n\t\t\t\t\ttimers[ index ].anim.stop( true );\n\t\t\t\t\ttimers.splice( index, 1 );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Look for any animations in the old queue and finish them\n\t\t\tfor ( index = 0; index < length; index++ ) {\n\t\t\t\tif ( queue[ index ] && queue[ index ].finish ) {\n\t\t\t\t\tqueue[ index ].finish.call( this );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Turn off finishing flag\n\t\t\tdelete data.finish;\n\t\t} );\n\t}\n} );\n\njQuery.each( [ \"toggle\", \"show\", \"hide\" ], function( i, name ) {\n\tvar cssFn = jQuery.fn[ name ];\n\tjQuery.fn[ name ] = function( speed, easing, callback ) {\n\t\treturn speed == null || typeof speed === \"boolean\" ?\n\t\t\tcssFn.apply( this, arguments ) :\n\t\t\tthis.animate( genFx( name, true ), speed, easing, callback );\n\t};\n} );\n\n// Generate shortcuts for custom animations\njQuery.each( {\n\tslideDown: genFx( \"show\" ),\n\tslideUp: genFx( \"hide\" ),\n\tslideToggle: genFx( \"toggle\" ),\n\tfadeIn: { opacity: \"show\" },\n\tfadeOut: { opacity: \"hide\" },\n\tfadeToggle: { opacity: \"toggle\" }\n}, function( name, props ) {\n\tjQuery.fn[ name ] = function( speed, easing, callback ) {\n\t\treturn this.animate( props, speed, easing, callback );\n\t};\n} );\n\njQuery.timers = [];\njQuery.fx.tick = function() {\n\tvar timer,\n\t\ti = 0,\n\t\ttimers = jQuery.timers;\n\n\tfxNow = Date.now();\n\n\tfor ( ; i < timers.length; i++ ) {\n\t\ttimer = timers[ i ];\n\n\t\t// Run the timer and safely remove it when done (allowing for external removal)\n\t\tif ( !timer() && timers[ i ] === timer ) {\n\t\t\ttimers.splice( i--, 1 );\n\t\t}\n\t}\n\n\tif ( !timers.length ) {\n\t\tjQuery.fx.stop();\n\t}\n\tfxNow = undefined;\n};\n\njQuery.fx.timer = function( timer ) {\n\tjQuery.timers.push( timer );\n\tjQuery.fx.start();\n};\n\njQuery.fx.interval = 13;\njQuery.fx.start = function() {\n\tif ( inProgress ) {\n\t\treturn;\n\t}\n\n\tinProgress = true;\n\tschedule();\n};\n\njQuery.fx.stop = function() {\n\tinProgress = null;\n};\n\njQuery.fx.speeds = {\n\tslow: 600,\n\tfast: 200,\n\n\t// Default speed\n\t_default: 400\n};\n\n\n// Based off of the plugin by Clint Helfers, with permission.\n// https://web.archive.org/web/20100324014747/http://blindsignals.com/index.php/2009/07/jquery-delay/\njQuery.fn.delay = function( time, type ) {\n\ttime = jQuery.fx ? jQuery.fx.speeds[ time ] || time : time;\n\ttype = type || \"fx\";\n\n\treturn this.queue( type, function( next, hooks ) {\n\t\tvar timeout = window.setTimeout( next, time );\n\t\thooks.stop = function() {\n\t\t\twindow.clearTimeout( timeout );\n\t\t};\n\t} );\n};\n\n\n( function() {\n\tvar input = document.createElement( \"input\" ),\n\t\tselect = document.createElement( \"select\" ),\n\t\topt = select.appendChild( document.createElement( \"option\" ) );\n\n\tinput.type = \"checkbox\";\n\n\t// Support: Android <=4.3 only\n\t// Default value for a checkbox should be \"on\"\n\tsupport.checkOn = input.value !== \"\";\n\n\t// Support: IE <=11 only\n\t// Must access selectedIndex to make default options select\n\tsupport.optSelected = opt.selected;\n\n\t// Support: IE <=11 only\n\t// An input loses its value after becoming a radio\n\tinput = document.createElement( \"input\" );\n\tinput.value = \"t\";\n\tinput.type = \"radio\";\n\tsupport.radioValue = input.value === \"t\";\n} )();\n\n\nvar boolHook,\n\tattrHandle = jQuery.expr.attrHandle;\n\njQuery.fn.extend( {\n\tattr: function( name, value ) {\n\t\treturn access( this, jQuery.attr, name, value, arguments.length > 1 );\n\t},\n\n\tremoveAttr: function( name ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.removeAttr( this, name );\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tattr: function( elem, name, value ) {\n\t\tvar ret, hooks,\n\t\t\tnType = elem.nodeType;\n\n\t\t// Don't get/set attributes on text, comment and attribute nodes\n\t\tif ( nType === 3 || nType === 8 || nType === 2 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Fallback to prop when attributes are not supported\n\t\tif ( typeof elem.getAttribute === \"undefined\" ) {\n\t\t\treturn jQuery.prop( elem, name, value );\n\t\t}\n\n\t\t// Attribute hooks are determined by the lowercase version\n\t\t// Grab necessary hook if one is defined\n\t\tif ( nType !== 1 || !jQuery.isXMLDoc( elem ) ) {\n\t\t\thooks = jQuery.attrHooks[ name.toLowerCase() ] ||\n\t\t\t\t( jQuery.expr.match.bool.test( name ) ? boolHook : undefined );\n\t\t}\n\n\t\tif ( value !== undefined ) {\n\t\t\tif ( value === null ) {\n\t\t\t\tjQuery.removeAttr( elem, name );\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif ( hooks && \"set\" in hooks &&\n\t\t\t\t( ret = hooks.set( elem, value, name ) ) !== undefined ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\telem.setAttribute( name, value + \"\" );\n\t\t\treturn value;\n\t\t}\n\n\t\tif ( hooks && \"get\" in hooks && ( ret = hooks.get( elem, name ) ) !== null ) {\n\t\t\treturn ret;\n\t\t}\n\n\t\tret = jQuery.find.attr( elem, name );\n\n\t\t// Non-existent attributes return null, we normalize to undefined\n\t\treturn ret == null ? undefined : ret;\n\t},\n\n\tattrHooks: {\n\t\ttype: {\n\t\t\tset: function( elem, value ) {\n\t\t\t\tif ( !support.radioValue && value === \"radio\" &&\n\t\t\t\t\tnodeName( elem, \"input\" ) ) {\n\t\t\t\t\tvar val = elem.value;\n\t\t\t\t\telem.setAttribute( \"type\", value );\n\t\t\t\t\tif ( val ) {\n\t\t\t\t\t\telem.value = val;\n\t\t\t\t\t}\n\t\t\t\t\treturn value;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\tremoveAttr: function( elem, value ) {\n\t\tvar name,\n\t\t\ti = 0,\n\n\t\t\t// Attribute names can contain non-HTML whitespace characters\n\t\t\t// https://html.spec.whatwg.org/multipage/syntax.html#attributes-2\n\t\t\tattrNames = value && value.match( rnothtmlwhite );\n\n\t\tif ( attrNames && elem.nodeType === 1 ) {\n\t\t\twhile ( ( name = attrNames[ i++ ] ) ) {\n\t\t\t\telem.removeAttribute( name );\n\t\t\t}\n\t\t}\n\t}\n} );\n\n// Hooks for boolean attributes\nboolHook = {\n\tset: function( elem, value, name ) {\n\t\tif ( value === false ) {\n\n\t\t\t// Remove boolean attributes when set to false\n\t\t\tjQuery.removeAttr( elem, name );\n\t\t} else {\n\t\t\telem.setAttribute( name, name );\n\t\t}\n\t\treturn name;\n\t}\n};\n\njQuery.each( jQuery.expr.match.bool.source.match( /\\w+/g ), function( i, name ) {\n\tvar getter = attrHandle[ name ] || jQuery.find.attr;\n\n\tattrHandle[ name ] = function( elem, name, isXML ) {\n\t\tvar ret, handle,\n\t\t\tlowercaseName = name.toLowerCase();\n\n\t\tif ( !isXML ) {\n\n\t\t\t// Avoid an infinite loop by temporarily removing this function from the getter\n\t\t\thandle = attrHandle[ lowercaseName ];\n\t\t\tattrHandle[ lowercaseName ] = ret;\n\t\t\tret = getter( elem, name, isXML ) != null ?\n\t\t\t\tlowercaseName :\n\t\t\t\tnull;\n\t\t\tattrHandle[ lowercaseName ] = handle;\n\t\t}\n\t\treturn ret;\n\t};\n} );\n\n\n\n\nvar rfocusable = /^(?:input|select|textarea|button)$/i,\n\trclickable = /^(?:a|area)$/i;\n\njQuery.fn.extend( {\n\tprop: function( name, value ) {\n\t\treturn access( this, jQuery.prop, name, value, arguments.length > 1 );\n\t},\n\n\tremoveProp: function( name ) {\n\t\treturn this.each( function() {\n\t\t\tdelete this[ jQuery.propFix[ name ] || name ];\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tprop: function( elem, name, value ) {\n\t\tvar ret, hooks,\n\t\t\tnType = elem.nodeType;\n\n\t\t// Don't get/set properties on text, comment and attribute nodes\n\t\tif ( nType === 3 || nType === 8 || nType === 2 ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( nType !== 1 || !jQuery.isXMLDoc( elem ) ) {\n\n\t\t\t// Fix name and attach hooks\n\t\t\tname = jQuery.propFix[ name ] || name;\n\t\t\thooks = jQuery.propHooks[ name ];\n\t\t}\n\n\t\tif ( value !== undefined ) {\n\t\t\tif ( hooks && \"set\" in hooks &&\n\t\t\t\t( ret = hooks.set( elem, value, name ) ) !== undefined ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\treturn ( elem[ name ] = value );\n\t\t}\n\n\t\tif ( hooks && \"get\" in hooks && ( ret = hooks.get( elem, name ) ) !== null ) {\n\t\t\treturn ret;\n\t\t}\n\n\t\treturn elem[ name ];\n\t},\n\n\tpropHooks: {\n\t\ttabIndex: {\n\t\t\tget: function( elem ) {\n\n\t\t\t\t// Support: IE <=9 - 11 only\n\t\t\t\t// elem.tabIndex doesn't always return the\n\t\t\t\t// correct value when it hasn't been explicitly set\n\t\t\t\t// https://web.archive.org/web/20141116233347/http://fluidproject.org/blog/2008/01/09/getting-setting-and-removing-tabindex-values-with-javascript/\n\t\t\t\t// Use proper attribute retrieval(#12072)\n\t\t\t\tvar tabindex = jQuery.find.attr( elem, \"tabindex\" );\n\n\t\t\t\tif ( tabindex ) {\n\t\t\t\t\treturn parseInt( tabindex, 10 );\n\t\t\t\t}\n\n\t\t\t\tif (\n\t\t\t\t\trfocusable.test( elem.nodeName ) ||\n\t\t\t\t\trclickable.test( elem.nodeName ) &&\n\t\t\t\t\telem.href\n\t\t\t\t) {\n\t\t\t\t\treturn 0;\n\t\t\t\t}\n\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\t},\n\n\tpropFix: {\n\t\t\"for\": \"htmlFor\",\n\t\t\"class\": \"className\"\n\t}\n} );\n\n// Support: IE <=11 only\n// Accessing the selectedIndex property\n// forces the browser to respect setting selected\n// on the option\n// The getter ensures a default option is selected\n// when in an optgroup\n// eslint rule \"no-unused-expressions\" is disabled for this code\n// since it considers such accessions noop\nif ( !support.optSelected ) {\n\tjQuery.propHooks.selected = {\n\t\tget: function( elem ) {\n\n\t\t\t/* eslint no-unused-expressions: \"off\" */\n\n\t\t\tvar parent = elem.parentNode;\n\t\t\tif ( parent && parent.parentNode ) {\n\t\t\t\tparent.parentNode.selectedIndex;\n\t\t\t}\n\t\t\treturn null;\n\t\t},\n\t\tset: function( elem ) {\n\n\t\t\t/* eslint no-unused-expressions: \"off\" */\n\n\t\t\tvar parent = elem.parentNode;\n\t\t\tif ( parent ) {\n\t\t\t\tparent.selectedIndex;\n\n\t\t\t\tif ( parent.parentNode ) {\n\t\t\t\t\tparent.parentNode.selectedIndex;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n}\n\njQuery.each( [\n\t\"tabIndex\",\n\t\"readOnly\",\n\t\"maxLength\",\n\t\"cellSpacing\",\n\t\"cellPadding\",\n\t\"rowSpan\",\n\t\"colSpan\",\n\t\"useMap\",\n\t\"frameBorder\",\n\t\"contentEditable\"\n], function() {\n\tjQuery.propFix[ this.toLowerCase() ] = this;\n} );\n\n\n\n\n\t// Strip and collapse whitespace according to HTML spec\n\t// https://infra.spec.whatwg.org/#strip-and-collapse-ascii-whitespace\n\tfunction stripAndCollapse( value ) {\n\t\tvar tokens = value.match( rnothtmlwhite ) || [];\n\t\treturn tokens.join( \" \" );\n\t}\n\n\nfunction getClass( elem ) {\n\treturn elem.getAttribute && elem.getAttribute( \"class\" ) || \"\";\n}\n\nfunction classesToArray( value ) {\n\tif ( Array.isArray( value ) ) {\n\t\treturn value;\n\t}\n\tif ( typeof value === \"string\" ) {\n\t\treturn value.match( rnothtmlwhite ) || [];\n\t}\n\treturn [];\n}\n\njQuery.fn.extend( {\n\taddClass: function( value ) {\n\t\tvar classes, elem, cur, curValue, clazz, j, finalValue,\n\t\t\ti = 0;\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( j ) {\n\t\t\t\tjQuery( this ).addClass( value.call( this, j, getClass( this ) ) );\n\t\t\t} );\n\t\t}\n\n\t\tclasses = classesToArray( value );\n\n\t\tif ( classes.length ) {\n\t\t\twhile ( ( elem = this[ i++ ] ) ) {\n\t\t\t\tcurValue = getClass( elem );\n\t\t\t\tcur = elem.nodeType === 1 && ( \" \" + stripAndCollapse( curValue ) + \" \" );\n\n\t\t\t\tif ( cur ) {\n\t\t\t\t\tj = 0;\n\t\t\t\t\twhile ( ( clazz = classes[ j++ ] ) ) {\n\t\t\t\t\t\tif ( cur.indexOf( \" \" + clazz + \" \" ) < 0 ) {\n\t\t\t\t\t\t\tcur += clazz + \" \";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Only assign if different to avoid unneeded rendering.\n\t\t\t\t\tfinalValue = stripAndCollapse( cur );\n\t\t\t\t\tif ( curValue !== finalValue ) {\n\t\t\t\t\t\telem.setAttribute( \"class\", finalValue );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t},\n\n\tremoveClass: function( value ) {\n\t\tvar classes, elem, cur, curValue, clazz, j, finalValue,\n\t\t\ti = 0;\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( j ) {\n\t\t\t\tjQuery( this ).removeClass( value.call( this, j, getClass( this ) ) );\n\t\t\t} );\n\t\t}\n\n\t\tif ( !arguments.length ) {\n\t\t\treturn this.attr( \"class\", \"\" );\n\t\t}\n\n\t\tclasses = classesToArray( value );\n\n\t\tif ( classes.length ) {\n\t\t\twhile ( ( elem = this[ i++ ] ) ) {\n\t\t\t\tcurValue = getClass( elem );\n\n\t\t\t\t// This expression is here for better compressibility (see addClass)\n\t\t\t\tcur = elem.nodeType === 1 && ( \" \" + stripAndCollapse( curValue ) + \" \" );\n\n\t\t\t\tif ( cur ) {\n\t\t\t\t\tj = 0;\n\t\t\t\t\twhile ( ( clazz = classes[ j++ ] ) ) {\n\n\t\t\t\t\t\t// Remove *all* instances\n\t\t\t\t\t\twhile ( cur.indexOf( \" \" + clazz + \" \" ) > -1 ) {\n\t\t\t\t\t\t\tcur = cur.replace( \" \" + clazz + \" \", \" \" );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Only assign if different to avoid unneeded rendering.\n\t\t\t\t\tfinalValue = stripAndCollapse( cur );\n\t\t\t\t\tif ( curValue !== finalValue ) {\n\t\t\t\t\t\telem.setAttribute( \"class\", finalValue );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t},\n\n\ttoggleClass: function( value, stateVal ) {\n\t\tvar type = typeof value,\n\t\t\tisValidValue = type === \"string\" || Array.isArray( value );\n\n\t\tif ( typeof stateVal === \"boolean\" && isValidValue ) {\n\t\t\treturn stateVal ? this.addClass( value ) : this.removeClass( value );\n\t\t}\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( i ) {\n\t\t\t\tjQuery( this ).toggleClass(\n\t\t\t\t\tvalue.call( this, i, getClass( this ), stateVal ),\n\t\t\t\t\tstateVal\n\t\t\t\t);\n\t\t\t} );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar className, i, self, classNames;\n\n\t\t\tif ( isValidValue ) {\n\n\t\t\t\t// Toggle individual class names\n\t\t\t\ti = 0;\n\t\t\t\tself = jQuery( this );\n\t\t\t\tclassNames = classesToArray( value );\n\n\t\t\t\twhile ( ( className = classNames[ i++ ] ) ) {\n\n\t\t\t\t\t// Check each className given, space separated list\n\t\t\t\t\tif ( self.hasClass( className ) ) {\n\t\t\t\t\t\tself.removeClass( className );\n\t\t\t\t\t} else {\n\t\t\t\t\t\tself.addClass( className );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t// Toggle whole class name\n\t\t\t} else if ( value === undefined || type === \"boolean\" ) {\n\t\t\t\tclassName = getClass( this );\n\t\t\t\tif ( className ) {\n\n\t\t\t\t\t// Store className if set\n\t\t\t\t\tdataPriv.set( this, \"__className__\", className );\n\t\t\t\t}\n\n\t\t\t\t// If the element has a class name or if we're passed `false`,\n\t\t\t\t// then remove the whole classname (if there was one, the above saved it).\n\t\t\t\t// Otherwise bring back whatever was previously saved (if anything),\n\t\t\t\t// falling back to the empty string if nothing was stored.\n\t\t\t\tif ( this.setAttribute ) {\n\t\t\t\t\tthis.setAttribute( \"class\",\n\t\t\t\t\t\tclassName || value === false ?\n\t\t\t\t\t\t\"\" :\n\t\t\t\t\t\tdataPriv.get( this, \"__className__\" ) || \"\"\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t},\n\n\thasClass: function( selector ) {\n\t\tvar className, elem,\n\t\t\ti = 0;\n\n\t\tclassName = \" \" + selector + \" \";\n\t\twhile ( ( elem = this[ i++ ] ) ) {\n\t\t\tif ( elem.nodeType === 1 &&\n\t\t\t\t( \" \" + stripAndCollapse( getClass( elem ) ) + \" \" ).indexOf( className ) > -1 ) {\n\t\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t}\n} );\n\n\n\n\nvar rreturn = /\\r/g;\n\njQuery.fn.extend( {\n\tval: function( value ) {\n\t\tvar hooks, ret, valueIsFunction,\n\t\t\telem = this[ 0 ];\n\n\t\tif ( !arguments.length ) {\n\t\t\tif ( elem ) {\n\t\t\t\thooks = jQuery.valHooks[ elem.type ] ||\n\t\t\t\t\tjQuery.valHooks[ elem.nodeName.toLowerCase() ];\n\n\t\t\t\tif ( hooks &&\n\t\t\t\t\t\"get\" in hooks &&\n\t\t\t\t\t( ret = hooks.get( elem, \"value\" ) ) !== undefined\n\t\t\t\t) {\n\t\t\t\t\treturn ret;\n\t\t\t\t}\n\n\t\t\t\tret = elem.value;\n\n\t\t\t\t// Handle most common string cases\n\t\t\t\tif ( typeof ret === \"string\" ) {\n\t\t\t\t\treturn ret.replace( rreturn, \"\" );\n\t\t\t\t}\n\n\t\t\t\t// Handle cases where value is null/undef or number\n\t\t\t\treturn ret == null ? \"\" : ret;\n\t\t\t}\n\n\t\t\treturn;\n\t\t}\n\n\t\tvalueIsFunction = isFunction( value );\n\n\t\treturn this.each( function( i ) {\n\t\t\tvar val;\n\n\t\t\tif ( this.nodeType !== 1 ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif ( valueIsFunction ) {\n\t\t\t\tval = value.call( this, i, jQuery( this ).val() );\n\t\t\t} else {\n\t\t\t\tval = value;\n\t\t\t}\n\n\t\t\t// Treat null/undefined as \"\"; convert numbers to string\n\t\t\tif ( val == null ) {\n\t\t\t\tval = \"\";\n\n\t\t\t} else if ( typeof val === \"number\" ) {\n\t\t\t\tval += \"\";\n\n\t\t\t} else if ( Array.isArray( val ) ) {\n\t\t\t\tval = jQuery.map( val, function( value ) {\n\t\t\t\t\treturn value == null ? \"\" : value + \"\";\n\t\t\t\t} );\n\t\t\t}\n\n\t\t\thooks = jQuery.valHooks[ this.type ] || jQuery.valHooks[ this.nodeName.toLowerCase() ];\n\n\t\t\t// If set returns undefined, fall back to normal setting\n\t\t\tif ( !hooks || !( \"set\" in hooks ) || hooks.set( this, val, \"value\" ) === undefined ) {\n\t\t\t\tthis.value = val;\n\t\t\t}\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tvalHooks: {\n\t\toption: {\n\t\t\tget: function( elem ) {\n\n\t\t\t\tvar val = jQuery.find.attr( elem, \"value\" );\n\t\t\t\treturn val != null ?\n\t\t\t\t\tval :\n\n\t\t\t\t\t// Support: IE <=10 - 11 only\n\t\t\t\t\t// option.text throws exceptions (#14686, #14858)\n\t\t\t\t\t// Strip and collapse whitespace\n\t\t\t\t\t// https://html.spec.whatwg.org/#strip-and-collapse-whitespace\n\t\t\t\t\tstripAndCollapse( jQuery.text( elem ) );\n\t\t\t}\n\t\t},\n\t\tselect: {\n\t\t\tget: function( elem ) {\n\t\t\t\tvar value, option, i,\n\t\t\t\t\toptions = elem.options,\n\t\t\t\t\tindex = elem.selectedIndex,\n\t\t\t\t\tone = elem.type === \"select-one\",\n\t\t\t\t\tvalues = one ? null : [],\n\t\t\t\t\tmax = one ? index + 1 : options.length;\n\n\t\t\t\tif ( index < 0 ) {\n\t\t\t\t\ti = max;\n\n\t\t\t\t} else {\n\t\t\t\t\ti = one ? index : 0;\n\t\t\t\t}\n\n\t\t\t\t// Loop through all the selected options\n\t\t\t\tfor ( ; i < max; i++ ) {\n\t\t\t\t\toption = options[ i ];\n\n\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t// IE8-9 doesn't update selected after form reset (#2551)\n\t\t\t\t\tif ( ( option.selected || i === index ) &&\n\n\t\t\t\t\t\t\t// Don't return options that are disabled or in a disabled optgroup\n\t\t\t\t\t\t\t!option.disabled &&\n\t\t\t\t\t\t\t( !option.parentNode.disabled ||\n\t\t\t\t\t\t\t\t!nodeName( option.parentNode, \"optgroup\" ) ) ) {\n\n\t\t\t\t\t\t// Get the specific value for the option\n\t\t\t\t\t\tvalue = jQuery( option ).val();\n\n\t\t\t\t\t\t// We don't need an array for one selects\n\t\t\t\t\t\tif ( one ) {\n\t\t\t\t\t\t\treturn value;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Multi-Selects return an array\n\t\t\t\t\t\tvalues.push( value );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn values;\n\t\t\t},\n\n\t\t\tset: function( elem, value ) {\n\t\t\t\tvar optionSet, option,\n\t\t\t\t\toptions = elem.options,\n\t\t\t\t\tvalues = jQuery.makeArray( value ),\n\t\t\t\t\ti = options.length;\n\n\t\t\t\twhile ( i-- ) {\n\t\t\t\t\toption = options[ i ];\n\n\t\t\t\t\t/* eslint-disable no-cond-assign */\n\n\t\t\t\t\tif ( option.selected =\n\t\t\t\t\t\tjQuery.inArray( jQuery.valHooks.option.get( option ), values ) > -1\n\t\t\t\t\t) {\n\t\t\t\t\t\toptionSet = true;\n\t\t\t\t\t}\n\n\t\t\t\t\t/* eslint-enable no-cond-assign */\n\t\t\t\t}\n\n\t\t\t\t// Force browsers to behave consistently when non-matching value is set\n\t\t\t\tif ( !optionSet ) {\n\t\t\t\t\telem.selectedIndex = -1;\n\t\t\t\t}\n\t\t\t\treturn values;\n\t\t\t}\n\t\t}\n\t}\n} );\n\n// Radios and checkboxes getter/setter\njQuery.each( [ \"radio\", \"checkbox\" ], function() {\n\tjQuery.valHooks[ this ] = {\n\t\tset: function( elem, value ) {\n\t\t\tif ( Array.isArray( value ) ) {\n\t\t\t\treturn ( elem.checked = jQuery.inArray( jQuery( elem ).val(), value ) > -1 );\n\t\t\t}\n\t\t}\n\t};\n\tif ( !support.checkOn ) {\n\t\tjQuery.valHooks[ this ].get = function( elem ) {\n\t\t\treturn elem.getAttribute( \"value\" ) === null ? \"on\" : elem.value;\n\t\t};\n\t}\n} );\n\n\n\n\n// Return jQuery for attributes-only inclusion\n\n\nsupport.focusin = \"onfocusin\" in window;\n\n\nvar rfocusMorph = /^(?:focusinfocus|focusoutblur)$/,\n\tstopPropagationCallback = function( e ) {\n\t\te.stopPropagation();\n\t};\n\njQuery.extend( jQuery.event, {\n\n\ttrigger: function( event, data, elem, onlyHandlers ) {\n\n\t\tvar i, cur, tmp, bubbleType, ontype, handle, special, lastElement,\n\t\t\teventPath = [ elem || document ],\n\t\t\ttype = hasOwn.call( event, \"type\" ) ? event.type : event,\n\t\t\tnamespaces = hasOwn.call( event, \"namespace\" ) ? event.namespace.split( \".\" ) : [];\n\n\t\tcur = lastElement = tmp = elem = elem || document;\n\n\t\t// Don't do events on text and comment nodes\n\t\tif ( elem.nodeType === 3 || elem.nodeType === 8 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// focus/blur morphs to focusin/out; ensure we're not firing them right now\n\t\tif ( rfocusMorph.test( type + jQuery.event.triggered ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( type.indexOf( \".\" ) > -1 ) {\n\n\t\t\t// Namespaced trigger; create a regexp to match event type in handle()\n\t\t\tnamespaces = type.split( \".\" );\n\t\t\ttype = namespaces.shift();\n\t\t\tnamespaces.sort();\n\t\t}\n\t\tontype = type.indexOf( \":\" ) < 0 && \"on\" + type;\n\n\t\t// Caller can pass in a jQuery.Event object, Object, or just an event type string\n\t\tevent = event[ jQuery.expando ] ?\n\t\t\tevent :\n\t\t\tnew jQuery.Event( type, typeof event === \"object\" && event );\n\n\t\t// Trigger bitmask: & 1 for native handlers; & 2 for jQuery (always true)\n\t\tevent.isTrigger = onlyHandlers ? 2 : 3;\n\t\tevent.namespace = namespaces.join( \".\" );\n\t\tevent.rnamespace = event.namespace ?\n\t\t\tnew RegExp( \"(^|\\\\.)\" + namespaces.join( \"\\\\.(?:.*\\\\.|)\" ) + \"(\\\\.|$)\" ) :\n\t\t\tnull;\n\n\t\t// Clean up the event in case it is being reused\n\t\tevent.result = undefined;\n\t\tif ( !event.target ) {\n\t\t\tevent.target = elem;\n\t\t}\n\n\t\t// Clone any incoming data and prepend the event, creating the handler arg list\n\t\tdata = data == null ?\n\t\t\t[ event ] :\n\t\t\tjQuery.makeArray( data, [ event ] );\n\n\t\t// Allow special events to draw outside the lines\n\t\tspecial = jQuery.event.special[ type ] || {};\n\t\tif ( !onlyHandlers && special.trigger && special.trigger.apply( elem, data ) === false ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Determine event propagation path in advance, per W3C events spec (#9951)\n\t\t// Bubble up to document, then to window; watch for a global ownerDocument var (#9724)\n\t\tif ( !onlyHandlers && !special.noBubble && !isWindow( elem ) ) {\n\n\t\t\tbubbleType = special.delegateType || type;\n\t\t\tif ( !rfocusMorph.test( bubbleType + type ) ) {\n\t\t\t\tcur = cur.parentNode;\n\t\t\t}\n\t\t\tfor ( ; cur; cur = cur.parentNode ) {\n\t\t\t\teventPath.push( cur );\n\t\t\t\ttmp = cur;\n\t\t\t}\n\n\t\t\t// Only add window if we got to document (e.g., not plain obj or detached DOM)\n\t\t\tif ( tmp === ( elem.ownerDocument || document ) ) {\n\t\t\t\teventPath.push( tmp.defaultView || tmp.parentWindow || window );\n\t\t\t}\n\t\t}\n\n\t\t// Fire handlers on the event path\n\t\ti = 0;\n\t\twhile ( ( cur = eventPath[ i++ ] ) && !event.isPropagationStopped() ) {\n\t\t\tlastElement = cur;\n\t\t\tevent.type = i > 1 ?\n\t\t\t\tbubbleType :\n\t\t\t\tspecial.bindType || type;\n\n\t\t\t// jQuery handler\n\t\t\thandle = ( dataPriv.get( cur, \"events\" ) || {} )[ event.type ] &&\n\t\t\t\tdataPriv.get( cur, \"handle\" );\n\t\t\tif ( handle ) {\n\t\t\t\thandle.apply( cur, data );\n\t\t\t}\n\n\t\t\t// Native handler\n\t\t\thandle = ontype && cur[ ontype ];\n\t\t\tif ( handle && handle.apply && acceptData( cur ) ) {\n\t\t\t\tevent.result = handle.apply( cur, data );\n\t\t\t\tif ( event.result === false ) {\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tevent.type = type;\n\n\t\t// If nobody prevented the default action, do it now\n\t\tif ( !onlyHandlers && !event.isDefaultPrevented() ) {\n\n\t\t\tif ( ( !special._default ||\n\t\t\t\tspecial._default.apply( eventPath.pop(), data ) === false ) &&\n\t\t\t\tacceptData( elem ) ) {\n\n\t\t\t\t// Call a native DOM method on the target with the same name as the event.\n\t\t\t\t// Don't do default actions on window, that's where global variables be (#6170)\n\t\t\t\tif ( ontype && isFunction( elem[ type ] ) && !isWindow( elem ) ) {\n\n\t\t\t\t\t// Don't re-trigger an onFOO event when we call its FOO() method\n\t\t\t\t\ttmp = elem[ ontype ];\n\n\t\t\t\t\tif ( tmp ) {\n\t\t\t\t\t\telem[ ontype ] = null;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Prevent re-triggering of the same event, since we already bubbled it above\n\t\t\t\t\tjQuery.event.triggered = type;\n\n\t\t\t\t\tif ( event.isPropagationStopped() ) {\n\t\t\t\t\t\tlastElement.addEventListener( type, stopPropagationCallback );\n\t\t\t\t\t}\n\n\t\t\t\t\telem[ type ]();\n\n\t\t\t\t\tif ( event.isPropagationStopped() ) {\n\t\t\t\t\t\tlastElement.removeEventListener( type, stopPropagationCallback );\n\t\t\t\t\t}\n\n\t\t\t\t\tjQuery.event.triggered = undefined;\n\n\t\t\t\t\tif ( tmp ) {\n\t\t\t\t\t\telem[ ontype ] = tmp;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn event.result;\n\t},\n\n\t// Piggyback on a donor event to simulate a different one\n\t// Used only for `focus(in | out)` events\n\tsimulate: function( type, elem, event ) {\n\t\tvar e = jQuery.extend(\n\t\t\tnew jQuery.Event(),\n\t\t\tevent,\n\t\t\t{\n\t\t\t\ttype: type,\n\t\t\t\tisSimulated: true\n\t\t\t}\n\t\t);\n\n\t\tjQuery.event.trigger( e, null, elem );\n\t}\n\n} );\n\njQuery.fn.extend( {\n\n\ttrigger: function( type, data ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.event.trigger( type, data, this );\n\t\t} );\n\t},\n\ttriggerHandler: function( type, data ) {\n\t\tvar elem = this[ 0 ];\n\t\tif ( elem ) {\n\t\t\treturn jQuery.event.trigger( type, data, elem, true );\n\t\t}\n\t}\n} );\n\n\n// Support: Firefox <=44\n// Firefox doesn't have focus(in | out) events\n// Related ticket - https://bugzilla.mozilla.org/show_bug.cgi?id=687787\n//\n// Support: Chrome <=48 - 49, Safari <=9.0 - 9.1\n// focus(in | out) events fire after focus & blur events,\n// which is spec violation - http://www.w3.org/TR/DOM-Level-3-Events/#events-focusevent-event-order\n// Related ticket - https://bugs.chromium.org/p/chromium/issues/detail?id=449857\nif ( !support.focusin ) {\n\tjQuery.each( { focus: \"focusin\", blur: \"focusout\" }, function( orig, fix ) {\n\n\t\t// Attach a single capturing handler on the document while someone wants focusin/focusout\n\t\tvar handler = function( event ) {\n\t\t\tjQuery.event.simulate( fix, event.target, jQuery.event.fix( event ) );\n\t\t};\n\n\t\tjQuery.event.special[ fix ] = {\n\t\t\tsetup: function() {\n\t\t\t\tvar doc = this.ownerDocument || this,\n\t\t\t\t\tattaches = dataPriv.access( doc, fix );\n\n\t\t\t\tif ( !attaches ) {\n\t\t\t\t\tdoc.addEventListener( orig, handler, true );\n\t\t\t\t}\n\t\t\t\tdataPriv.access( doc, fix, ( attaches || 0 ) + 1 );\n\t\t\t},\n\t\t\tteardown: function() {\n\t\t\t\tvar doc = this.ownerDocument || this,\n\t\t\t\t\tattaches = dataPriv.access( doc, fix ) - 1;\n\n\t\t\t\tif ( !attaches ) {\n\t\t\t\t\tdoc.removeEventListener( orig, handler, true );\n\t\t\t\t\tdataPriv.remove( doc, fix );\n\n\t\t\t\t} else {\n\t\t\t\t\tdataPriv.access( doc, fix, attaches );\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t} );\n}\nvar location = window.location;\n\nvar nonce = Date.now();\n\nvar rquery = ( /\\?/ );\n\n\n\n// Cross-browser xml parsing\njQuery.parseXML = function( data ) {\n\tvar xml;\n\tif ( !data || typeof data !== \"string\" ) {\n\t\treturn null;\n\t}\n\n\t// Support: IE 9 - 11 only\n\t// IE throws on parseFromString with invalid input.\n\ttry {\n\t\txml = ( new window.DOMParser() ).parseFromString( data, \"text/xml\" );\n\t} catch ( e ) {\n\t\txml = undefined;\n\t}\n\n\tif ( !xml || xml.getElementsByTagName( \"parsererror\" ).length ) {\n\t\tjQuery.error( \"Invalid XML: \" + data );\n\t}\n\treturn xml;\n};\n\n\nvar\n\trbracket = /\\[\\]$/,\n\trCRLF = /\\r?\\n/g,\n\trsubmitterTypes = /^(?:submit|button|image|reset|file)$/i,\n\trsubmittable = /^(?:input|select|textarea|keygen)/i;\n\nfunction buildParams( prefix, obj, traditional, add ) {\n\tvar name;\n\n\tif ( Array.isArray( obj ) ) {\n\n\t\t// Serialize array item.\n\t\tjQuery.each( obj, function( i, v ) {\n\t\t\tif ( traditional || rbracket.test( prefix ) ) {\n\n\t\t\t\t// Treat each array item as a scalar.\n\t\t\t\tadd( prefix, v );\n\n\t\t\t} else {\n\n\t\t\t\t// Item is non-scalar (array or object), encode its numeric index.\n\t\t\t\tbuildParams(\n\t\t\t\t\tprefix + \"[\" + ( typeof v === \"object\" && v != null ? i : \"\" ) + \"]\",\n\t\t\t\t\tv,\n\t\t\t\t\ttraditional,\n\t\t\t\t\tadd\n\t\t\t\t);\n\t\t\t}\n\t\t} );\n\n\t} else if ( !traditional && toType( obj ) === \"object\" ) {\n\n\t\t// Serialize object item.\n\t\tfor ( name in obj ) {\n\t\t\tbuildParams( prefix + \"[\" + name + \"]\", obj[ name ], traditional, add );\n\t\t}\n\n\t} else {\n\n\t\t// Serialize scalar item.\n\t\tadd( prefix, obj );\n\t}\n}\n\n// Serialize an array of form elements or a set of\n// key/values into a query string\njQuery.param = function( a, traditional ) {\n\tvar prefix,\n\t\ts = [],\n\t\tadd = function( key, valueOrFunction ) {\n\n\t\t\t// If value is a function, invoke it and use its return value\n\t\t\tvar value = isFunction( valueOrFunction ) ?\n\t\t\t\tvalueOrFunction() :\n\t\t\t\tvalueOrFunction;\n\n\t\t\ts[ s.length ] = encodeURIComponent( key ) + \"=\" +\n\t\t\t\tencodeURIComponent( value == null ? \"\" : value );\n\t\t};\n\n\t// If an array was passed in, assume that it is an array of form elements.\n\tif ( Array.isArray( a ) || ( a.jquery && !jQuery.isPlainObject( a ) ) ) {\n\n\t\t// Serialize the form elements\n\t\tjQuery.each( a, function() {\n\t\t\tadd( this.name, this.value );\n\t\t} );\n\n\t} else {\n\n\t\t// If traditional, encode the \"old\" way (the way 1.3.2 or older\n\t\t// did it), otherwise encode params recursively.\n\t\tfor ( prefix in a ) {\n\t\t\tbuildParams( prefix, a[ prefix ], traditional, add );\n\t\t}\n\t}\n\n\t// Return the resulting serialization\n\treturn s.join( \"&\" );\n};\n\njQuery.fn.extend( {\n\tserialize: function() {\n\t\treturn jQuery.param( this.serializeArray() );\n\t},\n\tserializeArray: function() {\n\t\treturn this.map( function() {\n\n\t\t\t// Can add propHook for \"elements\" to filter or add form elements\n\t\t\tvar elements = jQuery.prop( this, \"elements\" );\n\t\t\treturn elements ? jQuery.makeArray( elements ) : this;\n\t\t} )\n\t\t.filter( function() {\n\t\t\tvar type = this.type;\n\n\t\t\t// Use .is( \":disabled\" ) so that fieldset[disabled] works\n\t\t\treturn this.name && !jQuery( this ).is( \":disabled\" ) &&\n\t\t\t\trsubmittable.test( this.nodeName ) && !rsubmitterTypes.test( type ) &&\n\t\t\t\t( this.checked || !rcheckableType.test( type ) );\n\t\t} )\n\t\t.map( function( i, elem ) {\n\t\t\tvar val = jQuery( this ).val();\n\n\t\t\tif ( val == null ) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tif ( Array.isArray( val ) ) {\n\t\t\t\treturn jQuery.map( val, function( val ) {\n\t\t\t\t\treturn { name: elem.name, value: val.replace( rCRLF, \"\\r\\n\" ) };\n\t\t\t\t} );\n\t\t\t}\n\n\t\t\treturn { name: elem.name, value: val.replace( rCRLF, \"\\r\\n\" ) };\n\t\t} ).get();\n\t}\n} );\n\n\nvar\n\tr20 = /%20/g,\n\trhash = /#.*$/,\n\trantiCache = /([?&])_=[^&]*/,\n\trheaders = /^(.*?):[ \\t]*([^\\r\\n]*)$/mg,\n\n\t// #7653, #8125, #8152: local protocol detection\n\trlocalProtocol = /^(?:about|app|app-storage|.+-extension|file|res|widget):$/,\n\trnoContent = /^(?:GET|HEAD)$/,\n\trprotocol = /^\\/\\//,\n\n\t/* Prefilters\n\t * 1) They are useful to introduce custom dataTypes (see ajax/jsonp.js for an example)\n\t * 2) These are called:\n\t *    - BEFORE asking for a transport\n\t *    - AFTER param serialization (s.data is a string if s.processData is true)\n\t * 3) key is the dataType\n\t * 4) the catchall symbol \"*\" can be used\n\t * 5) execution will start with transport dataType and THEN continue down to \"*\" if needed\n\t */\n\tprefilters = {},\n\n\t/* Transports bindings\n\t * 1) key is the dataType\n\t * 2) the catchall symbol \"*\" can be used\n\t * 3) selection will start with transport dataType and THEN go to \"*\" if needed\n\t */\n\ttransports = {},\n\n\t// Avoid comment-prolog char sequence (#10098); must appease lint and evade compression\n\tallTypes = \"*/\".concat( \"*\" ),\n\n\t// Anchor tag for parsing the document origin\n\toriginAnchor = document.createElement( \"a\" );\n\toriginAnchor.href = location.href;\n\n// Base \"constructor\" for jQuery.ajaxPrefilter and jQuery.ajaxTransport\nfunction addToPrefiltersOrTransports( structure ) {\n\n\t// dataTypeExpression is optional and defaults to \"*\"\n\treturn function( dataTypeExpression, func ) {\n\n\t\tif ( typeof dataTypeExpression !== \"string\" ) {\n\t\t\tfunc = dataTypeExpression;\n\t\t\tdataTypeExpression = \"*\";\n\t\t}\n\n\t\tvar dataType,\n\t\t\ti = 0,\n\t\t\tdataTypes = dataTypeExpression.toLowerCase().match( rnothtmlwhite ) || [];\n\n\t\tif ( isFunction( func ) ) {\n\n\t\t\t// For each dataType in the dataTypeExpression\n\t\t\twhile ( ( dataType = dataTypes[ i++ ] ) ) {\n\n\t\t\t\t// Prepend if requested\n\t\t\t\tif ( dataType[ 0 ] === \"+\" ) {\n\t\t\t\t\tdataType = dataType.slice( 1 ) || \"*\";\n\t\t\t\t\t( structure[ dataType ] = structure[ dataType ] || [] ).unshift( func );\n\n\t\t\t\t// Otherwise append\n\t\t\t\t} else {\n\t\t\t\t\t( structure[ dataType ] = structure[ dataType ] || [] ).push( func );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n}\n\n// Base inspection function for prefilters and transports\nfunction inspectPrefiltersOrTransports( structure, options, originalOptions, jqXHR ) {\n\n\tvar inspected = {},\n\t\tseekingTransport = ( structure === transports );\n\n\tfunction inspect( dataType ) {\n\t\tvar selected;\n\t\tinspected[ dataType ] = true;\n\t\tjQuery.each( structure[ dataType ] || [], function( _, prefilterOrFactory ) {\n\t\t\tvar dataTypeOrTransport = prefilterOrFactory( options, originalOptions, jqXHR );\n\t\t\tif ( typeof dataTypeOrTransport === \"string\" &&\n\t\t\t\t!seekingTransport && !inspected[ dataTypeOrTransport ] ) {\n\n\t\t\t\toptions.dataTypes.unshift( dataTypeOrTransport );\n\t\t\t\tinspect( dataTypeOrTransport );\n\t\t\t\treturn false;\n\t\t\t} else if ( seekingTransport ) {\n\t\t\t\treturn !( selected = dataTypeOrTransport );\n\t\t\t}\n\t\t} );\n\t\treturn selected;\n\t}\n\n\treturn inspect( options.dataTypes[ 0 ] ) || !inspected[ \"*\" ] && inspect( \"*\" );\n}\n\n// A special extend for ajax options\n// that takes \"flat\" options (not to be deep extended)\n// Fixes #9887\nfunction ajaxExtend( target, src ) {\n\tvar key, deep,\n\t\tflatOptions = jQuery.ajaxSettings.flatOptions || {};\n\n\tfor ( key in src ) {\n\t\tif ( src[ key ] !== undefined ) {\n\t\t\t( flatOptions[ key ] ? target : ( deep || ( deep = {} ) ) )[ key ] = src[ key ];\n\t\t}\n\t}\n\tif ( deep ) {\n\t\tjQuery.extend( true, target, deep );\n\t}\n\n\treturn target;\n}\n\n/* Handles responses to an ajax request:\n * - finds the right dataType (mediates between content-type and expected dataType)\n * - returns the corresponding response\n */\nfunction ajaxHandleResponses( s, jqXHR, responses ) {\n\n\tvar ct, type, finalDataType, firstDataType,\n\t\tcontents = s.contents,\n\t\tdataTypes = s.dataTypes;\n\n\t// Remove auto dataType and get content-type in the process\n\twhile ( dataTypes[ 0 ] === \"*\" ) {\n\t\tdataTypes.shift();\n\t\tif ( ct === undefined ) {\n\t\t\tct = s.mimeType || jqXHR.getResponseHeader( \"Content-Type\" );\n\t\t}\n\t}\n\n\t// Check if we're dealing with a known content-type\n\tif ( ct ) {\n\t\tfor ( type in contents ) {\n\t\t\tif ( contents[ type ] && contents[ type ].test( ct ) ) {\n\t\t\t\tdataTypes.unshift( type );\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Check to see if we have a response for the expected dataType\n\tif ( dataTypes[ 0 ] in responses ) {\n\t\tfinalDataType = dataTypes[ 0 ];\n\t} else {\n\n\t\t// Try convertible dataTypes\n\t\tfor ( type in responses ) {\n\t\t\tif ( !dataTypes[ 0 ] || s.converters[ type + \" \" + dataTypes[ 0 ] ] ) {\n\t\t\t\tfinalDataType = type;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif ( !firstDataType ) {\n\t\t\t\tfirstDataType = type;\n\t\t\t}\n\t\t}\n\n\t\t// Or just use first one\n\t\tfinalDataType = finalDataType || firstDataType;\n\t}\n\n\t// If we found a dataType\n\t// We add the dataType to the list if needed\n\t// and return the corresponding response\n\tif ( finalDataType ) {\n\t\tif ( finalDataType !== dataTypes[ 0 ] ) {\n\t\t\tdataTypes.unshift( finalDataType );\n\t\t}\n\t\treturn responses[ finalDataType ];\n\t}\n}\n\n/* Chain conversions given the request and the original response\n * Also sets the responseXXX fields on the jqXHR instance\n */\nfunction ajaxConvert( s, response, jqXHR, isSuccess ) {\n\tvar conv2, current, conv, tmp, prev,\n\t\tconverters = {},\n\n\t\t// Work with a copy of dataTypes in case we need to modify it for conversion\n\t\tdataTypes = s.dataTypes.slice();\n\n\t// Create converters map with lowercased keys\n\tif ( dataTypes[ 1 ] ) {\n\t\tfor ( conv in s.converters ) {\n\t\t\tconverters[ conv.toLowerCase() ] = s.converters[ conv ];\n\t\t}\n\t}\n\n\tcurrent = dataTypes.shift();\n\n\t// Convert to each sequential dataType\n\twhile ( current ) {\n\n\t\tif ( s.responseFields[ current ] ) {\n\t\t\tjqXHR[ s.responseFields[ current ] ] = response;\n\t\t}\n\n\t\t// Apply the dataFilter if provided\n\t\tif ( !prev && isSuccess && s.dataFilter ) {\n\t\t\tresponse = s.dataFilter( response, s.dataType );\n\t\t}\n\n\t\tprev = current;\n\t\tcurrent = dataTypes.shift();\n\n\t\tif ( current ) {\n\n\t\t\t// There's only work to do if current dataType is non-auto\n\t\t\tif ( current === \"*\" ) {\n\n\t\t\t\tcurrent = prev;\n\n\t\t\t// Convert response if prev dataType is non-auto and differs from current\n\t\t\t} else if ( prev !== \"*\" && prev !== current ) {\n\n\t\t\t\t// Seek a direct converter\n\t\t\t\tconv = converters[ prev + \" \" + current ] || converters[ \"* \" + current ];\n\n\t\t\t\t// If none found, seek a pair\n\t\t\t\tif ( !conv ) {\n\t\t\t\t\tfor ( conv2 in converters ) {\n\n\t\t\t\t\t\t// If conv2 outputs current\n\t\t\t\t\t\ttmp = conv2.split( \" \" );\n\t\t\t\t\t\tif ( tmp[ 1 ] === current ) {\n\n\t\t\t\t\t\t\t// If prev can be converted to accepted input\n\t\t\t\t\t\t\tconv = converters[ prev + \" \" + tmp[ 0 ] ] ||\n\t\t\t\t\t\t\t\tconverters[ \"* \" + tmp[ 0 ] ];\n\t\t\t\t\t\t\tif ( conv ) {\n\n\t\t\t\t\t\t\t\t// Condense equivalence converters\n\t\t\t\t\t\t\t\tif ( conv === true ) {\n\t\t\t\t\t\t\t\t\tconv = converters[ conv2 ];\n\n\t\t\t\t\t\t\t\t// Otherwise, insert the intermediate dataType\n\t\t\t\t\t\t\t\t} else if ( converters[ conv2 ] !== true ) {\n\t\t\t\t\t\t\t\t\tcurrent = tmp[ 0 ];\n\t\t\t\t\t\t\t\t\tdataTypes.unshift( tmp[ 1 ] );\n\t\t\t\t\t\t\t\t}\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}\n\t\t\t\t}\n\n\t\t\t\t// Apply converter (if not an equivalence)\n\t\t\t\tif ( conv !== true ) {\n\n\t\t\t\t\t// Unless errors are allowed to bubble, catch and return them\n\t\t\t\t\tif ( conv && s.throws ) {\n\t\t\t\t\t\tresponse = conv( response );\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\tresponse = conv( response );\n\t\t\t\t\t\t} catch ( e ) {\n\t\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\tstate: \"parsererror\",\n\t\t\t\t\t\t\t\terror: conv ? e : \"No conversion from \" + prev + \" to \" + current\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\t}\n\t}\n\n\treturn { state: \"success\", data: response };\n}\n\njQuery.extend( {\n\n\t// Counter for holding the number of active queries\n\tactive: 0,\n\n\t// Last-Modified header cache for next request\n\tlastModified: {},\n\tetag: {},\n\n\tajaxSettings: {\n\t\turl: location.href,\n\t\ttype: \"GET\",\n\t\tisLocal: rlocalProtocol.test( location.protocol ),\n\t\tglobal: true,\n\t\tprocessData: true,\n\t\tasync: true,\n\t\tcontentType: \"application/x-www-form-urlencoded; charset=UTF-8\",\n\n\t\t/*\n\t\ttimeout: 0,\n\t\tdata: null,\n\t\tdataType: null,\n\t\tusername: null,\n\t\tpassword: null,\n\t\tcache: null,\n\t\tthrows: false,\n\t\ttraditional: false,\n\t\theaders: {},\n\t\t*/\n\n\t\taccepts: {\n\t\t\t\"*\": allTypes,\n\t\t\ttext: \"text/plain\",\n\t\t\thtml: \"text/html\",\n\t\t\txml: \"application/xml, text/xml\",\n\t\t\tjson: \"application/json, text/javascript\"\n\t\t},\n\n\t\tcontents: {\n\t\t\txml: /\\bxml\\b/,\n\t\t\thtml: /\\bhtml/,\n\t\t\tjson: /\\bjson\\b/\n\t\t},\n\n\t\tresponseFields: {\n\t\t\txml: \"responseXML\",\n\t\t\ttext: \"responseText\",\n\t\t\tjson: \"responseJSON\"\n\t\t},\n\n\t\t// Data converters\n\t\t// Keys separate source (or catchall \"*\") and destination types with a single space\n\t\tconverters: {\n\n\t\t\t// Convert anything to text\n\t\t\t\"* text\": String,\n\n\t\t\t// Text to html (true = no transformation)\n\t\t\t\"text html\": true,\n\n\t\t\t// Evaluate text as a json expression\n\t\t\t\"text json\": JSON.parse,\n\n\t\t\t// Parse text as xml\n\t\t\t\"text xml\": jQuery.parseXML\n\t\t},\n\n\t\t// For options that shouldn't be deep extended:\n\t\t// you can add your own custom options here if\n\t\t// and when you create one that shouldn't be\n\t\t// deep extended (see ajaxExtend)\n\t\tflatOptions: {\n\t\t\turl: true,\n\t\t\tcontext: true\n\t\t}\n\t},\n\n\t// Creates a full fledged settings object into target\n\t// with both ajaxSettings and settings fields.\n\t// If target is omitted, writes into ajaxSettings.\n\tajaxSetup: function( target, settings ) {\n\t\treturn settings ?\n\n\t\t\t// Building a settings object\n\t\t\tajaxExtend( ajaxExtend( target, jQuery.ajaxSettings ), settings ) :\n\n\t\t\t// Extending ajaxSettings\n\t\t\tajaxExtend( jQuery.ajaxSettings, target );\n\t},\n\n\tajaxPrefilter: addToPrefiltersOrTransports( prefilters ),\n\tajaxTransport: addToPrefiltersOrTransports( transports ),\n\n\t// Main method\n\tajax: function( url, options ) {\n\n\t\t// If url is an object, simulate pre-1.5 signature\n\t\tif ( typeof url === \"object\" ) {\n\t\t\toptions = url;\n\t\t\turl = undefined;\n\t\t}\n\n\t\t// Force options to be an object\n\t\toptions = options || {};\n\n\t\tvar transport,\n\n\t\t\t// URL without anti-cache param\n\t\t\tcacheURL,\n\n\t\t\t// Response headers\n\t\t\tresponseHeadersString,\n\t\t\tresponseHeaders,\n\n\t\t\t// timeout handle\n\t\t\ttimeoutTimer,\n\n\t\t\t// Url cleanup var\n\t\t\turlAnchor,\n\n\t\t\t// Request state (becomes false upon send and true upon completion)\n\t\t\tcompleted,\n\n\t\t\t// To know if global events are to be dispatched\n\t\t\tfireGlobals,\n\n\t\t\t// Loop variable\n\t\t\ti,\n\n\t\t\t// uncached part of the url\n\t\t\tuncached,\n\n\t\t\t// Create the final options object\n\t\t\ts = jQuery.ajaxSetup( {}, options ),\n\n\t\t\t// Callbacks context\n\t\t\tcallbackContext = s.context || s,\n\n\t\t\t// Context for global events is callbackContext if it is a DOM node or jQuery collection\n\t\t\tglobalEventContext = s.context &&\n\t\t\t\t( callbackContext.nodeType || callbackContext.jquery ) ?\n\t\t\t\t\tjQuery( callbackContext ) :\n\t\t\t\t\tjQuery.event,\n\n\t\t\t// Deferreds\n\t\t\tdeferred = jQuery.Deferred(),\n\t\t\tcompleteDeferred = jQuery.Callbacks( \"once memory\" ),\n\n\t\t\t// Status-dependent callbacks\n\t\t\tstatusCode = s.statusCode || {},\n\n\t\t\t// Headers (they are sent all at once)\n\t\t\trequestHeaders = {},\n\t\t\trequestHeadersNames = {},\n\n\t\t\t// Default abort message\n\t\t\tstrAbort = \"canceled\",\n\n\t\t\t// Fake xhr\n\t\t\tjqXHR = {\n\t\t\t\treadyState: 0,\n\n\t\t\t\t// Builds headers hashtable if needed\n\t\t\t\tgetResponseHeader: function( key ) {\n\t\t\t\t\tvar match;\n\t\t\t\t\tif ( completed ) {\n\t\t\t\t\t\tif ( !responseHeaders ) {\n\t\t\t\t\t\t\tresponseHeaders = {};\n\t\t\t\t\t\t\twhile ( ( match = rheaders.exec( responseHeadersString ) ) ) {\n\t\t\t\t\t\t\t\tresponseHeaders[ match[ 1 ].toLowerCase() ] = match[ 2 ];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmatch = responseHeaders[ key.toLowerCase() ];\n\t\t\t\t\t}\n\t\t\t\t\treturn match == null ? null : match;\n\t\t\t\t},\n\n\t\t\t\t// Raw string\n\t\t\t\tgetAllResponseHeaders: function() {\n\t\t\t\t\treturn completed ? responseHeadersString : null;\n\t\t\t\t},\n\n\t\t\t\t// Caches the header\n\t\t\t\tsetRequestHeader: function( name, value ) {\n\t\t\t\t\tif ( completed == null ) {\n\t\t\t\t\t\tname = requestHeadersNames[ name.toLowerCase() ] =\n\t\t\t\t\t\t\trequestHeadersNames[ name.toLowerCase() ] || name;\n\t\t\t\t\t\trequestHeaders[ name ] = value;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Overrides response content-type header\n\t\t\t\toverrideMimeType: function( type ) {\n\t\t\t\t\tif ( completed == null ) {\n\t\t\t\t\t\ts.mimeType = type;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Status-dependent callbacks\n\t\t\t\tstatusCode: function( map ) {\n\t\t\t\t\tvar code;\n\t\t\t\t\tif ( map ) {\n\t\t\t\t\t\tif ( completed ) {\n\n\t\t\t\t\t\t\t// Execute the appropriate callbacks\n\t\t\t\t\t\t\tjqXHR.always( map[ jqXHR.status ] );\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Lazy-add the new callbacks in a way that preserves old ones\n\t\t\t\t\t\t\tfor ( code in map ) {\n\t\t\t\t\t\t\t\tstatusCode[ code ] = [ statusCode[ code ], map[ code ] ];\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 this;\n\t\t\t\t},\n\n\t\t\t\t// Cancel the request\n\t\t\t\tabort: function( statusText ) {\n\t\t\t\t\tvar finalText = statusText || strAbort;\n\t\t\t\t\tif ( transport ) {\n\t\t\t\t\t\ttransport.abort( finalText );\n\t\t\t\t\t}\n\t\t\t\t\tdone( 0, finalText );\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\t\t\t};\n\n\t\t// Attach deferreds\n\t\tdeferred.promise( jqXHR );\n\n\t\t// Add protocol if not provided (prefilters might expect it)\n\t\t// Handle falsy url in the settings object (#10093: consistency with old signature)\n\t\t// We also use the url parameter if available\n\t\ts.url = ( ( url || s.url || location.href ) + \"\" )\n\t\t\t.replace( rprotocol, location.protocol + \"//\" );\n\n\t\t// Alias method option to type as per ticket #12004\n\t\ts.type = options.method || options.type || s.method || s.type;\n\n\t\t// Extract dataTypes list\n\t\ts.dataTypes = ( s.dataType || \"*\" ).toLowerCase().match( rnothtmlwhite ) || [ \"\" ];\n\n\t\t// A cross-domain request is in order when the origin doesn't match the current origin.\n\t\tif ( s.crossDomain == null ) {\n\t\t\turlAnchor = document.createElement( \"a\" );\n\n\t\t\t// Support: IE <=8 - 11, Edge 12 - 15\n\t\t\t// IE throws exception on accessing the href property if url is malformed,\n\t\t\t// e.g. http://example.com:80x/\n\t\t\ttry {\n\t\t\t\turlAnchor.href = s.url;\n\n\t\t\t\t// Support: IE <=8 - 11 only\n\t\t\t\t// Anchor's host property isn't correctly set when s.url is relative\n\t\t\t\turlAnchor.href = urlAnchor.href;\n\t\t\t\ts.crossDomain = originAnchor.protocol + \"//\" + originAnchor.host !==\n\t\t\t\t\turlAnchor.protocol + \"//\" + urlAnchor.host;\n\t\t\t} catch ( e ) {\n\n\t\t\t\t// If there is an error parsing the URL, assume it is crossDomain,\n\t\t\t\t// it can be rejected by the transport if it is invalid\n\t\t\t\ts.crossDomain = true;\n\t\t\t}\n\t\t}\n\n\t\t// Convert data if not already a string\n\t\tif ( s.data && s.processData && typeof s.data !== \"string\" ) {\n\t\t\ts.data = jQuery.param( s.data, s.traditional );\n\t\t}\n\n\t\t// Apply prefilters\n\t\tinspectPrefiltersOrTransports( prefilters, s, options, jqXHR );\n\n\t\t// If request was aborted inside a prefilter, stop there\n\t\tif ( completed ) {\n\t\t\treturn jqXHR;\n\t\t}\n\n\t\t// We can fire global events as of now if asked to\n\t\t// Don't fire events if jQuery.event is undefined in an AMD-usage scenario (#15118)\n\t\tfireGlobals = jQuery.event && s.global;\n\n\t\t// Watch for a new set of requests\n\t\tif ( fireGlobals && jQuery.active++ === 0 ) {\n\t\t\tjQuery.event.trigger( \"ajaxStart\" );\n\t\t}\n\n\t\t// Uppercase the type\n\t\ts.type = s.type.toUpperCase();\n\n\t\t// Determine if request has content\n\t\ts.hasContent = !rnoContent.test( s.type );\n\n\t\t// Save the URL in case we're toying with the If-Modified-Since\n\t\t// and/or If-None-Match header later on\n\t\t// Remove hash to simplify url manipulation\n\t\tcacheURL = s.url.replace( rhash, \"\" );\n\n\t\t// More options handling for requests with no content\n\t\tif ( !s.hasContent ) {\n\n\t\t\t// Remember the hash so we can put it back\n\t\t\tuncached = s.url.slice( cacheURL.length );\n\n\t\t\t// If data is available and should be processed, append data to url\n\t\t\tif ( s.data && ( s.processData || typeof s.data === \"string\" ) ) {\n\t\t\t\tcacheURL += ( rquery.test( cacheURL ) ? \"&\" : \"?\" ) + s.data;\n\n\t\t\t\t// #9682: remove data so that it's not used in an eventual retry\n\t\t\t\tdelete s.data;\n\t\t\t}\n\n\t\t\t// Add or update anti-cache param if needed\n\t\t\tif ( s.cache === false ) {\n\t\t\t\tcacheURL = cacheURL.replace( rantiCache, \"$1\" );\n\t\t\t\tuncached = ( rquery.test( cacheURL ) ? \"&\" : \"?\" ) + \"_=\" + ( nonce++ ) + uncached;\n\t\t\t}\n\n\t\t\t// Put hash and anti-cache on the URL that will be requested (gh-1732)\n\t\t\ts.url = cacheURL + uncached;\n\n\t\t// Change '%20' to '+' if this is encoded form body content (gh-2658)\n\t\t} else if ( s.data && s.processData &&\n\t\t\t( s.contentType || \"\" ).indexOf( \"application/x-www-form-urlencoded\" ) === 0 ) {\n\t\t\ts.data = s.data.replace( r20, \"+\" );\n\t\t}\n\n\t\t// Set the If-Modified-Since and/or If-None-Match header, if in ifModified mode.\n\t\tif ( s.ifModified ) {\n\t\t\tif ( jQuery.lastModified[ cacheURL ] ) {\n\t\t\t\tjqXHR.setRequestHeader( \"If-Modified-Since\", jQuery.lastModified[ cacheURL ] );\n\t\t\t}\n\t\t\tif ( jQuery.etag[ cacheURL ] ) {\n\t\t\t\tjqXHR.setRequestHeader( \"If-None-Match\", jQuery.etag[ cacheURL ] );\n\t\t\t}\n\t\t}\n\n\t\t// Set the correct header, if data is being sent\n\t\tif ( s.data && s.hasContent && s.contentType !== false || options.contentType ) {\n\t\t\tjqXHR.setRequestHeader( \"Content-Type\", s.contentType );\n\t\t}\n\n\t\t// Set the Accepts header for the server, depending on the dataType\n\t\tjqXHR.setRequestHeader(\n\t\t\t\"Accept\",\n\t\t\ts.dataTypes[ 0 ] && s.accepts[ s.dataTypes[ 0 ] ] ?\n\t\t\t\ts.accepts[ s.dataTypes[ 0 ] ] +\n\t\t\t\t\t( s.dataTypes[ 0 ] !== \"*\" ? \", \" + allTypes + \"; q=0.01\" : \"\" ) :\n\t\t\t\ts.accepts[ \"*\" ]\n\t\t);\n\n\t\t// Check for headers option\n\t\tfor ( i in s.headers ) {\n\t\t\tjqXHR.setRequestHeader( i, s.headers[ i ] );\n\t\t}\n\n\t\t// Allow custom headers/mimetypes and early abort\n\t\tif ( s.beforeSend &&\n\t\t\t( s.beforeSend.call( callbackContext, jqXHR, s ) === false || completed ) ) {\n\n\t\t\t// Abort if not done already and return\n\t\t\treturn jqXHR.abort();\n\t\t}\n\n\t\t// Aborting is no longer a cancellation\n\t\tstrAbort = \"abort\";\n\n\t\t// Install callbacks on deferreds\n\t\tcompleteDeferred.add( s.complete );\n\t\tjqXHR.done( s.success );\n\t\tjqXHR.fail( s.error );\n\n\t\t// Get transport\n\t\ttransport = inspectPrefiltersOrTransports( transports, s, options, jqXHR );\n\n\t\t// If no transport, we auto-abort\n\t\tif ( !transport ) {\n\t\t\tdone( -1, \"No Transport\" );\n\t\t} else {\n\t\t\tjqXHR.readyState = 1;\n\n\t\t\t// Send global event\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( \"ajaxSend\", [ jqXHR, s ] );\n\t\t\t}\n\n\t\t\t// If request was aborted inside ajaxSend, stop there\n\t\t\tif ( completed ) {\n\t\t\t\treturn jqXHR;\n\t\t\t}\n\n\t\t\t// Timeout\n\t\t\tif ( s.async && s.timeout > 0 ) {\n\t\t\t\ttimeoutTimer = window.setTimeout( function() {\n\t\t\t\t\tjqXHR.abort( \"timeout\" );\n\t\t\t\t}, s.timeout );\n\t\t\t}\n\n\t\t\ttry {\n\t\t\t\tcompleted = false;\n\t\t\t\ttransport.send( requestHeaders, done );\n\t\t\t} catch ( e ) {\n\n\t\t\t\t// Rethrow post-completion exceptions\n\t\t\t\tif ( completed ) {\n\t\t\t\t\tthrow e;\n\t\t\t\t}\n\n\t\t\t\t// Propagate others as results\n\t\t\t\tdone( -1, e );\n\t\t\t}\n\t\t}\n\n\t\t// Callback for when everything is done\n\t\tfunction done( status, nativeStatusText, responses, headers ) {\n\t\t\tvar isSuccess, success, error, response, modified,\n\t\t\t\tstatusText = nativeStatusText;\n\n\t\t\t// Ignore repeat invocations\n\t\t\tif ( completed ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tcompleted = true;\n\n\t\t\t// Clear timeout if it exists\n\t\t\tif ( timeoutTimer ) {\n\t\t\t\twindow.clearTimeout( timeoutTimer );\n\t\t\t}\n\n\t\t\t// Dereference transport for early garbage collection\n\t\t\t// (no matter how long the jqXHR object will be used)\n\t\t\ttransport = undefined;\n\n\t\t\t// Cache response headers\n\t\t\tresponseHeadersString = headers || \"\";\n\n\t\t\t// Set readyState\n\t\t\tjqXHR.readyState = status > 0 ? 4 : 0;\n\n\t\t\t// Determine if successful\n\t\t\tisSuccess = status >= 200 && status < 300 || status === 304;\n\n\t\t\t// Get response data\n\t\t\tif ( responses ) {\n\t\t\t\tresponse = ajaxHandleResponses( s, jqXHR, responses );\n\t\t\t}\n\n\t\t\t// Convert no matter what (that way responseXXX fields are always set)\n\t\t\tresponse = ajaxConvert( s, response, jqXHR, isSuccess );\n\n\t\t\t// If successful, handle type chaining\n\t\t\tif ( isSuccess ) {\n\n\t\t\t\t// Set the If-Modified-Since and/or If-None-Match header, if in ifModified mode.\n\t\t\t\tif ( s.ifModified ) {\n\t\t\t\t\tmodified = jqXHR.getResponseHeader( \"Last-Modified\" );\n\t\t\t\t\tif ( modified ) {\n\t\t\t\t\t\tjQuery.lastModified[ cacheURL ] = modified;\n\t\t\t\t\t}\n\t\t\t\t\tmodified = jqXHR.getResponseHeader( \"etag\" );\n\t\t\t\t\tif ( modified ) {\n\t\t\t\t\t\tjQuery.etag[ cacheURL ] = modified;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// if no content\n\t\t\t\tif ( status === 204 || s.type === \"HEAD\" ) {\n\t\t\t\t\tstatusText = \"nocontent\";\n\n\t\t\t\t// if not modified\n\t\t\t\t} else if ( status === 304 ) {\n\t\t\t\t\tstatusText = \"notmodified\";\n\n\t\t\t\t// If we have data, let's convert it\n\t\t\t\t} else {\n\t\t\t\t\tstatusText = response.state;\n\t\t\t\t\tsuccess = response.data;\n\t\t\t\t\terror = response.error;\n\t\t\t\t\tisSuccess = !error;\n\t\t\t\t}\n\t\t\t} else {\n\n\t\t\t\t// Extract error from statusText and normalize for non-aborts\n\t\t\t\terror = statusText;\n\t\t\t\tif ( status || !statusText ) {\n\t\t\t\t\tstatusText = \"error\";\n\t\t\t\t\tif ( status < 0 ) {\n\t\t\t\t\t\tstatus = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Set data for the fake xhr object\n\t\t\tjqXHR.status = status;\n\t\t\tjqXHR.statusText = ( nativeStatusText || statusText ) + \"\";\n\n\t\t\t// Success/Error\n\t\t\tif ( isSuccess ) {\n\t\t\t\tdeferred.resolveWith( callbackContext, [ success, statusText, jqXHR ] );\n\t\t\t} else {\n\t\t\t\tdeferred.rejectWith( callbackContext, [ jqXHR, statusText, error ] );\n\t\t\t}\n\n\t\t\t// Status-dependent callbacks\n\t\t\tjqXHR.statusCode( statusCode );\n\t\t\tstatusCode = undefined;\n\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( isSuccess ? \"ajaxSuccess\" : \"ajaxError\",\n\t\t\t\t\t[ jqXHR, s, isSuccess ? success : error ] );\n\t\t\t}\n\n\t\t\t// Complete\n\t\t\tcompleteDeferred.fireWith( callbackContext, [ jqXHR, statusText ] );\n\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( \"ajaxComplete\", [ jqXHR, s ] );\n\n\t\t\t\t// Handle the global AJAX counter\n\t\t\t\tif ( !( --jQuery.active ) ) {\n\t\t\t\t\tjQuery.event.trigger( \"ajaxStop\" );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn jqXHR;\n\t},\n\n\tgetJSON: function( url, data, callback ) {\n\t\treturn jQuery.get( url, data, callback, \"json\" );\n\t},\n\n\tgetScript: function( url, callback ) {\n\t\treturn jQuery.get( url, undefined, callback, \"script\" );\n\t}\n} );\n\njQuery.each( [ \"get\", \"post\" ], function( i, method ) {\n\tjQuery[ method ] = function( url, data, callback, type ) {\n\n\t\t// Shift arguments if data argument was omitted\n\t\tif ( isFunction( data ) ) {\n\t\t\ttype = type || callback;\n\t\t\tcallback = data;\n\t\t\tdata = undefined;\n\t\t}\n\n\t\t// The url can be an options object (which then must have .url)\n\t\treturn jQuery.ajax( jQuery.extend( {\n\t\t\turl: url,\n\t\t\ttype: method,\n\t\t\tdataType: type,\n\t\t\tdata: data,\n\t\t\tsuccess: callback\n\t\t}, jQuery.isPlainObject( url ) && url ) );\n\t};\n} );\n\n\njQuery._evalUrl = function( url ) {\n\treturn jQuery.ajax( {\n\t\turl: url,\n\n\t\t// Make this explicit, since user can override this through ajaxSetup (#11264)\n\t\ttype: \"GET\",\n\t\tdataType: \"script\",\n\t\tcache: true,\n\t\tasync: false,\n\t\tglobal: false,\n\t\t\"throws\": true\n\t} );\n};\n\n\njQuery.fn.extend( {\n\twrapAll: function( html ) {\n\t\tvar wrap;\n\n\t\tif ( this[ 0 ] ) {\n\t\t\tif ( isFunction( html ) ) {\n\t\t\t\thtml = html.call( this[ 0 ] );\n\t\t\t}\n\n\t\t\t// The elements to wrap the target around\n\t\t\twrap = jQuery( html, this[ 0 ].ownerDocument ).eq( 0 ).clone( true );\n\n\t\t\tif ( this[ 0 ].parentNode ) {\n\t\t\t\twrap.insertBefore( this[ 0 ] );\n\t\t\t}\n\n\t\t\twrap.map( function() {\n\t\t\t\tvar elem = this;\n\n\t\t\t\twhile ( elem.firstElementChild ) {\n\t\t\t\t\telem = elem.firstElementChild;\n\t\t\t\t}\n\n\t\t\t\treturn elem;\n\t\t\t} ).append( this );\n\t\t}\n\n\t\treturn this;\n\t},\n\n\twrapInner: function( html ) {\n\t\tif ( isFunction( html ) ) {\n\t\t\treturn this.each( function( i ) {\n\t\t\t\tjQuery( this ).wrapInner( html.call( this, i ) );\n\t\t\t} );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar self = jQuery( this ),\n\t\t\t\tcontents = self.contents();\n\n\t\t\tif ( contents.length ) {\n\t\t\t\tcontents.wrapAll( html );\n\n\t\t\t} else {\n\t\t\t\tself.append( html );\n\t\t\t}\n\t\t} );\n\t},\n\n\twrap: function( html ) {\n\t\tvar htmlIsFunction = isFunction( html );\n\n\t\treturn this.each( function( i ) {\n\t\t\tjQuery( this ).wrapAll( htmlIsFunction ? html.call( this, i ) : html );\n\t\t} );\n\t},\n\n\tunwrap: function( selector ) {\n\t\tthis.parent( selector ).not( \"body\" ).each( function() {\n\t\t\tjQuery( this ).replaceWith( this.childNodes );\n\t\t} );\n\t\treturn this;\n\t}\n} );\n\n\njQuery.expr.pseudos.hidden = function( elem ) {\n\treturn !jQuery.expr.pseudos.visible( elem );\n};\njQuery.expr.pseudos.visible = function( elem ) {\n\treturn !!( elem.offsetWidth || elem.offsetHeight || elem.getClientRects().length );\n};\n\n\n\n\njQuery.ajaxSettings.xhr = function() {\n\ttry {\n\t\treturn new window.XMLHttpRequest();\n\t} catch ( e ) {}\n};\n\nvar xhrSuccessStatus = {\n\n\t\t// File protocol always yields status code 0, assume 200\n\t\t0: 200,\n\n\t\t// Support: IE <=9 only\n\t\t// #1450: sometimes IE returns 1223 when it should be 204\n\t\t1223: 204\n\t},\n\txhrSupported = jQuery.ajaxSettings.xhr();\n\nsupport.cors = !!xhrSupported && ( \"withCredentials\" in xhrSupported );\nsupport.ajax = xhrSupported = !!xhrSupported;\n\njQuery.ajaxTransport( function( options ) {\n\tvar callback, errorCallback;\n\n\t// Cross domain only allowed if supported through XMLHttpRequest\n\tif ( support.cors || xhrSupported && !options.crossDomain ) {\n\t\treturn {\n\t\t\tsend: function( headers, complete ) {\n\t\t\t\tvar i,\n\t\t\t\t\txhr = options.xhr();\n\n\t\t\t\txhr.open(\n\t\t\t\t\toptions.type,\n\t\t\t\t\toptions.url,\n\t\t\t\t\toptions.async,\n\t\t\t\t\toptions.username,\n\t\t\t\t\toptions.password\n\t\t\t\t);\n\n\t\t\t\t// Apply custom fields if provided\n\t\t\t\tif ( options.xhrFields ) {\n\t\t\t\t\tfor ( i in options.xhrFields ) {\n\t\t\t\t\t\txhr[ i ] = options.xhrFields[ i ];\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Override mime type if needed\n\t\t\t\tif ( options.mimeType && xhr.overrideMimeType ) {\n\t\t\t\t\txhr.overrideMimeType( options.mimeType );\n\t\t\t\t}\n\n\t\t\t\t// X-Requested-With header\n\t\t\t\t// For cross-domain requests, seeing as conditions for a preflight are\n\t\t\t\t// akin to a jigsaw puzzle, we simply never set it to be sure.\n\t\t\t\t// (it can always be set on a per-request basis or even using ajaxSetup)\n\t\t\t\t// For same-domain requests, won't change header if already provided.\n\t\t\t\tif ( !options.crossDomain && !headers[ \"X-Requested-With\" ] ) {\n\t\t\t\t\theaders[ \"X-Requested-With\" ] = \"XMLHttpRequest\";\n\t\t\t\t}\n\n\t\t\t\t// Set headers\n\t\t\t\tfor ( i in headers ) {\n\t\t\t\t\txhr.setRequestHeader( i, headers[ i ] );\n\t\t\t\t}\n\n\t\t\t\t// Callback\n\t\t\t\tcallback = function( type ) {\n\t\t\t\t\treturn function() {\n\t\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\t\tcallback = errorCallback = xhr.onload =\n\t\t\t\t\t\t\t\txhr.onerror = xhr.onabort = xhr.ontimeout =\n\t\t\t\t\t\t\t\t\txhr.onreadystatechange = null;\n\n\t\t\t\t\t\t\tif ( type === \"abort\" ) {\n\t\t\t\t\t\t\t\txhr.abort();\n\t\t\t\t\t\t\t} else if ( type === \"error\" ) {\n\n\t\t\t\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t\t\t\t// On a manual native abort, IE9 throws\n\t\t\t\t\t\t\t\t// errors on any property access that is not readyState\n\t\t\t\t\t\t\t\tif ( typeof xhr.status !== \"number\" ) {\n\t\t\t\t\t\t\t\t\tcomplete( 0, \"error\" );\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tcomplete(\n\n\t\t\t\t\t\t\t\t\t\t// File: protocol always yields status 0; see #8605, #14207\n\t\t\t\t\t\t\t\t\t\txhr.status,\n\t\t\t\t\t\t\t\t\t\txhr.statusText\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} else {\n\t\t\t\t\t\t\t\tcomplete(\n\t\t\t\t\t\t\t\t\txhrSuccessStatus[ xhr.status ] || xhr.status,\n\t\t\t\t\t\t\t\t\txhr.statusText,\n\n\t\t\t\t\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t\t\t\t\t// IE9 has no XHR2 but throws on binary (trac-11426)\n\t\t\t\t\t\t\t\t\t// For XHR2 non-text, let the caller handle it (gh-2498)\n\t\t\t\t\t\t\t\t\t( xhr.responseType || \"text\" ) !== \"text\"  ||\n\t\t\t\t\t\t\t\t\ttypeof xhr.responseText !== \"string\" ?\n\t\t\t\t\t\t\t\t\t\t{ binary: xhr.response } :\n\t\t\t\t\t\t\t\t\t\t{ text: xhr.responseText },\n\t\t\t\t\t\t\t\t\txhr.getAllResponseHeaders()\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\n\t\t\t\t// Listen to events\n\t\t\t\txhr.onload = callback();\n\t\t\t\terrorCallback = xhr.onerror = xhr.ontimeout = callback( \"error\" );\n\n\t\t\t\t// Support: IE 9 only\n\t\t\t\t// Use onreadystatechange to replace onabort\n\t\t\t\t// to handle uncaught aborts\n\t\t\t\tif ( xhr.onabort !== undefined ) {\n\t\t\t\t\txhr.onabort = errorCallback;\n\t\t\t\t} else {\n\t\t\t\t\txhr.onreadystatechange = function() {\n\n\t\t\t\t\t\t// Check readyState before timeout as it changes\n\t\t\t\t\t\tif ( xhr.readyState === 4 ) {\n\n\t\t\t\t\t\t\t// Allow onerror to be called first,\n\t\t\t\t\t\t\t// but that will not handle a native abort\n\t\t\t\t\t\t\t// Also, save errorCallback to a variable\n\t\t\t\t\t\t\t// as xhr.onerror cannot be accessed\n\t\t\t\t\t\t\twindow.setTimeout( function() {\n\t\t\t\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\t\t\t\terrorCallback();\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\n\t\t\t\t// Create the abort callback\n\t\t\t\tcallback = callback( \"abort\" );\n\n\t\t\t\ttry {\n\n\t\t\t\t\t// Do send the request (this may raise an exception)\n\t\t\t\t\txhr.send( options.hasContent && options.data || null );\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t// #14683: Only rethrow if this hasn't been notified as an error yet\n\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\tthrow e;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tabort: function() {\n\t\t\t\tif ( callback ) {\n\t\t\t\t\tcallback();\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t}\n} );\n\n\n\n\n// Prevent auto-execution of scripts when no explicit dataType was provided (See gh-2432)\njQuery.ajaxPrefilter( function( s ) {\n\tif ( s.crossDomain ) {\n\t\ts.contents.script = false;\n\t}\n} );\n\n// Install script dataType\njQuery.ajaxSetup( {\n\taccepts: {\n\t\tscript: \"text/javascript, application/javascript, \" +\n\t\t\t\"application/ecmascript, application/x-ecmascript\"\n\t},\n\tcontents: {\n\t\tscript: /\\b(?:java|ecma)script\\b/\n\t},\n\tconverters: {\n\t\t\"text script\": function( text ) {\n\t\t\tjQuery.globalEval( text );\n\t\t\treturn text;\n\t\t}\n\t}\n} );\n\n// Handle cache's special case and crossDomain\njQuery.ajaxPrefilter( \"script\", function( s ) {\n\tif ( s.cache === undefined ) {\n\t\ts.cache = false;\n\t}\n\tif ( s.crossDomain ) {\n\t\ts.type = \"GET\";\n\t}\n} );\n\n// Bind script tag hack transport\njQuery.ajaxTransport( \"script\", function( s ) {\n\n\t// This transport only deals with cross domain requests\n\tif ( s.crossDomain ) {\n\t\tvar script, callback;\n\t\treturn {\n\t\t\tsend: function( _, complete ) {\n\t\t\t\tscript = jQuery( \"<script>\" ).prop( {\n\t\t\t\t\tcharset: s.scriptCharset,\n\t\t\t\t\tsrc: s.url\n\t\t\t\t} ).on(\n\t\t\t\t\t\"load error\",\n\t\t\t\t\tcallback = function( evt ) {\n\t\t\t\t\t\tscript.remove();\n\t\t\t\t\t\tcallback = null;\n\t\t\t\t\t\tif ( evt ) {\n\t\t\t\t\t\t\tcomplete( evt.type === \"error\" ? 404 : 200, evt.type );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t);\n\n\t\t\t\t// Use native DOM manipulation to avoid our domManip AJAX trickery\n\t\t\t\tdocument.head.appendChild( script[ 0 ] );\n\t\t\t},\n\t\t\tabort: function() {\n\t\t\t\tif ( callback ) {\n\t\t\t\t\tcallback();\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t}\n} );\n\n\n\n\nvar oldCallbacks = [],\n\trjsonp = /(=)\\?(?=&|$)|\\?\\?/;\n\n// Default jsonp settings\njQuery.ajaxSetup( {\n\tjsonp: \"callback\",\n\tjsonpCallback: function() {\n\t\tvar callback = oldCallbacks.pop() || ( jQuery.expando + \"_\" + ( nonce++ ) );\n\t\tthis[ callback ] = true;\n\t\treturn callback;\n\t}\n} );\n\n// Detect, normalize options and install callbacks for jsonp requests\njQuery.ajaxPrefilter( \"json jsonp\", function( s, originalSettings, jqXHR ) {\n\n\tvar callbackName, overwritten, responseContainer,\n\t\tjsonProp = s.jsonp !== false && ( rjsonp.test( s.url ) ?\n\t\t\t\"url\" :\n\t\t\ttypeof s.data === \"string\" &&\n\t\t\t\t( s.contentType || \"\" )\n\t\t\t\t\t.indexOf( \"application/x-www-form-urlencoded\" ) === 0 &&\n\t\t\t\trjsonp.test( s.data ) && \"data\"\n\t\t);\n\n\t// Handle iff the expected data type is \"jsonp\" or we have a parameter to set\n\tif ( jsonProp || s.dataTypes[ 0 ] === \"jsonp\" ) {\n\n\t\t// Get callback name, remembering preexisting value associated with it\n\t\tcallbackName = s.jsonpCallback = isFunction( s.jsonpCallback ) ?\n\t\t\ts.jsonpCallback() :\n\t\t\ts.jsonpCallback;\n\n\t\t// Insert callback into url or form data\n\t\tif ( jsonProp ) {\n\t\t\ts[ jsonProp ] = s[ jsonProp ].replace( rjsonp, \"$1\" + callbackName );\n\t\t} else if ( s.jsonp !== false ) {\n\t\t\ts.url += ( rquery.test( s.url ) ? \"&\" : \"?\" ) + s.jsonp + \"=\" + callbackName;\n\t\t}\n\n\t\t// Use data converter to retrieve json after script execution\n\t\ts.converters[ \"script json\" ] = function() {\n\t\t\tif ( !responseContainer ) {\n\t\t\t\tjQuery.error( callbackName + \" was not called\" );\n\t\t\t}\n\t\t\treturn responseContainer[ 0 ];\n\t\t};\n\n\t\t// Force json dataType\n\t\ts.dataTypes[ 0 ] = \"json\";\n\n\t\t// Install callback\n\t\toverwritten = window[ callbackName ];\n\t\twindow[ callbackName ] = function() {\n\t\t\tresponseContainer = arguments;\n\t\t};\n\n\t\t// Clean-up function (fires after converters)\n\t\tjqXHR.always( function() {\n\n\t\t\t// If previous value didn't exist - remove it\n\t\t\tif ( overwritten === undefined ) {\n\t\t\t\tjQuery( window ).removeProp( callbackName );\n\n\t\t\t// Otherwise restore preexisting value\n\t\t\t} else {\n\t\t\t\twindow[ callbackName ] = overwritten;\n\t\t\t}\n\n\t\t\t// Save back as free\n\t\t\tif ( s[ callbackName ] ) {\n\n\t\t\t\t// Make sure that re-using the options doesn't screw things around\n\t\t\t\ts.jsonpCallback = originalSettings.jsonpCallback;\n\n\t\t\t\t// Save the callback name for future use\n\t\t\t\toldCallbacks.push( callbackName );\n\t\t\t}\n\n\t\t\t// Call if it was a function and we have a response\n\t\t\tif ( responseContainer && isFunction( overwritten ) ) {\n\t\t\t\toverwritten( responseContainer[ 0 ] );\n\t\t\t}\n\n\t\t\tresponseContainer = overwritten = undefined;\n\t\t} );\n\n\t\t// Delegate to script\n\t\treturn \"script\";\n\t}\n} );\n\n\n\n\n// Support: Safari 8 only\n// In Safari 8 documents created via document.implementation.createHTMLDocument\n// collapse sibling forms: the second one becomes a child of the first one.\n// Because of that, this security measure has to be disabled in Safari 8.\n// https://bugs.webkit.org/show_bug.cgi?id=137337\nsupport.createHTMLDocument = ( function() {\n\tvar body = document.implementation.createHTMLDocument( \"\" ).body;\n\tbody.innerHTML = \"<form></form><form></form>\";\n\treturn body.childNodes.length === 2;\n} )();\n\n\n// Argument \"data\" should be string of html\n// context (optional): If specified, the fragment will be created in this context,\n// defaults to document\n// keepScripts (optional): If true, will include scripts passed in the html string\njQuery.parseHTML = function( data, context, keepScripts ) {\n\tif ( typeof data !== \"string\" ) {\n\t\treturn [];\n\t}\n\tif ( typeof context === \"boolean\" ) {\n\t\tkeepScripts = context;\n\t\tcontext = false;\n\t}\n\n\tvar base, parsed, scripts;\n\n\tif ( !context ) {\n\n\t\t// Stop scripts or inline event handlers from being executed immediately\n\t\t// by using document.implementation\n\t\tif ( support.createHTMLDocument ) {\n\t\t\tcontext = document.implementation.createHTMLDocument( \"\" );\n\n\t\t\t// Set the base href for the created document\n\t\t\t// so any parsed elements with URLs\n\t\t\t// are based on the document's URL (gh-2965)\n\t\t\tbase = context.createElement( \"base\" );\n\t\t\tbase.href = document.location.href;\n\t\t\tcontext.head.appendChild( base );\n\t\t} else {\n\t\t\tcontext = document;\n\t\t}\n\t}\n\n\tparsed = rsingleTag.exec( data );\n\tscripts = !keepScripts && [];\n\n\t// Single tag\n\tif ( parsed ) {\n\t\treturn [ context.createElement( parsed[ 1 ] ) ];\n\t}\n\n\tparsed = buildFragment( [ data ], context, scripts );\n\n\tif ( scripts && scripts.length ) {\n\t\tjQuery( scripts ).remove();\n\t}\n\n\treturn jQuery.merge( [], parsed.childNodes );\n};\n\n\n/**\n * Load a url into a page\n */\njQuery.fn.load = function( url, params, callback ) {\n\tvar selector, type, response,\n\t\tself = this,\n\t\toff = url.indexOf( \" \" );\n\n\tif ( off > -1 ) {\n\t\tselector = stripAndCollapse( url.slice( off ) );\n\t\turl = url.slice( 0, off );\n\t}\n\n\t// If it's a function\n\tif ( isFunction( params ) ) {\n\n\t\t// We assume that it's the callback\n\t\tcallback = params;\n\t\tparams = undefined;\n\n\t// Otherwise, build a param string\n\t} else if ( params && typeof params === \"object\" ) {\n\t\ttype = \"POST\";\n\t}\n\n\t// If we have elements to modify, make the request\n\tif ( self.length > 0 ) {\n\t\tjQuery.ajax( {\n\t\t\turl: url,\n\n\t\t\t// If \"type\" variable is undefined, then \"GET\" method will be used.\n\t\t\t// Make value of this field explicit since\n\t\t\t// user can override it through ajaxSetup method\n\t\t\ttype: type || \"GET\",\n\t\t\tdataType: \"html\",\n\t\t\tdata: params\n\t\t} ).done( function( responseText ) {\n\n\t\t\t// Save response for use in complete callback\n\t\t\tresponse = arguments;\n\n\t\t\tself.html( selector ?\n\n\t\t\t\t// If a selector was specified, locate the right elements in a dummy div\n\t\t\t\t// Exclude scripts to avoid IE 'Permission Denied' errors\n\t\t\t\tjQuery( \"<div>\" ).append( jQuery.parseHTML( responseText ) ).find( selector ) :\n\n\t\t\t\t// Otherwise use the full result\n\t\t\t\tresponseText );\n\n\t\t// If the request succeeds, this function gets \"data\", \"status\", \"jqXHR\"\n\t\t// but they are ignored because response was set above.\n\t\t// If it fails, this function gets \"jqXHR\", \"status\", \"error\"\n\t\t} ).always( callback && function( jqXHR, status ) {\n\t\t\tself.each( function() {\n\t\t\t\tcallback.apply( this, response || [ jqXHR.responseText, status, jqXHR ] );\n\t\t\t} );\n\t\t} );\n\t}\n\n\treturn this;\n};\n\n\n\n\n// Attach a bunch of functions for handling common AJAX events\njQuery.each( [\n\t\"ajaxStart\",\n\t\"ajaxStop\",\n\t\"ajaxComplete\",\n\t\"ajaxError\",\n\t\"ajaxSuccess\",\n\t\"ajaxSend\"\n], function( i, type ) {\n\tjQuery.fn[ type ] = function( fn ) {\n\t\treturn this.on( type, fn );\n\t};\n} );\n\n\n\n\njQuery.expr.pseudos.animated = function( elem ) {\n\treturn jQuery.grep( jQuery.timers, function( fn ) {\n\t\treturn elem === fn.elem;\n\t} ).length;\n};\n\n\n\n\njQuery.offset = {\n\tsetOffset: function( elem, options, i ) {\n\t\tvar curPosition, curLeft, curCSSTop, curTop, curOffset, curCSSLeft, calculatePosition,\n\t\t\tposition = jQuery.css( elem, \"position\" ),\n\t\t\tcurElem = jQuery( elem ),\n\t\t\tprops = {};\n\n\t\t// Set position first, in-case top/left are set even on static elem\n\t\tif ( position === \"static\" ) {\n\t\t\telem.style.position = \"relative\";\n\t\t}\n\n\t\tcurOffset = curElem.offset();\n\t\tcurCSSTop = jQuery.css( elem, \"top\" );\n\t\tcurCSSLeft = jQuery.css( elem, \"left\" );\n\t\tcalculatePosition = ( position === \"absolute\" || position === \"fixed\" ) &&\n\t\t\t( curCSSTop + curCSSLeft ).indexOf( \"auto\" ) > -1;\n\n\t\t// Need to be able to calculate position if either\n\t\t// top or left is auto and position is either absolute or fixed\n\t\tif ( calculatePosition ) {\n\t\t\tcurPosition = curElem.position();\n\t\t\tcurTop = curPosition.top;\n\t\t\tcurLeft = curPosition.left;\n\n\t\t} else {\n\t\t\tcurTop = parseFloat( curCSSTop ) || 0;\n\t\t\tcurLeft = parseFloat( curCSSLeft ) || 0;\n\t\t}\n\n\t\tif ( isFunction( options ) ) {\n\n\t\t\t// Use jQuery.extend here to allow modification of coordinates argument (gh-1848)\n\t\t\toptions = options.call( elem, i, jQuery.extend( {}, curOffset ) );\n\t\t}\n\n\t\tif ( options.top != null ) {\n\t\t\tprops.top = ( options.top - curOffset.top ) + curTop;\n\t\t}\n\t\tif ( options.left != null ) {\n\t\t\tprops.left = ( options.left - curOffset.left ) + curLeft;\n\t\t}\n\n\t\tif ( \"using\" in options ) {\n\t\t\toptions.using.call( elem, props );\n\n\t\t} else {\n\t\t\tcurElem.css( props );\n\t\t}\n\t}\n};\n\njQuery.fn.extend( {\n\n\t// offset() relates an element's border box to the document origin\n\toffset: function( options ) {\n\n\t\t// Preserve chaining for setter\n\t\tif ( arguments.length ) {\n\t\t\treturn options === undefined ?\n\t\t\t\tthis :\n\t\t\t\tthis.each( function( i ) {\n\t\t\t\t\tjQuery.offset.setOffset( this, options, i );\n\t\t\t\t} );\n\t\t}\n\n\t\tvar rect, win,\n\t\t\telem = this[ 0 ];\n\n\t\tif ( !elem ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Return zeros for disconnected and hidden (display: none) elements (gh-2310)\n\t\t// Support: IE <=11 only\n\t\t// Running getBoundingClientRect on a\n\t\t// disconnected node in IE throws an error\n\t\tif ( !elem.getClientRects().length ) {\n\t\t\treturn { top: 0, left: 0 };\n\t\t}\n\n\t\t// Get document-relative position by adding viewport scroll to viewport-relative gBCR\n\t\trect = elem.getBoundingClientRect();\n\t\twin = elem.ownerDocument.defaultView;\n\t\treturn {\n\t\t\ttop: rect.top + win.pageYOffset,\n\t\t\tleft: rect.left + win.pageXOffset\n\t\t};\n\t},\n\n\t// position() relates an element's margin box to its offset parent's padding box\n\t// This corresponds to the behavior of CSS absolute positioning\n\tposition: function() {\n\t\tif ( !this[ 0 ] ) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar offsetParent, offset, doc,\n\t\t\telem = this[ 0 ],\n\t\t\tparentOffset = { top: 0, left: 0 };\n\n\t\t// position:fixed elements are offset from the viewport, which itself always has zero offset\n\t\tif ( jQuery.css( elem, \"position\" ) === \"fixed\" ) {\n\n\t\t\t// Assume position:fixed implies availability of getBoundingClientRect\n\t\t\toffset = elem.getBoundingClientRect();\n\n\t\t} else {\n\t\t\toffset = this.offset();\n\n\t\t\t// Account for the *real* offset parent, which can be the document or its root element\n\t\t\t// when a statically positioned element is identified\n\t\t\tdoc = elem.ownerDocument;\n\t\t\toffsetParent = elem.offsetParent || doc.documentElement;\n\t\t\twhile ( offsetParent &&\n\t\t\t\t( offsetParent === doc.body || offsetParent === doc.documentElement ) &&\n\t\t\t\tjQuery.css( offsetParent, \"position\" ) === \"static\" ) {\n\n\t\t\t\toffsetParent = offsetParent.parentNode;\n\t\t\t}\n\t\t\tif ( offsetParent && offsetParent !== elem && offsetParent.nodeType === 1 ) {\n\n\t\t\t\t// Incorporate borders into its offset, since they are outside its content origin\n\t\t\t\tparentOffset = jQuery( offsetParent ).offset();\n\t\t\t\tparentOffset.top += jQuery.css( offsetParent, \"borderTopWidth\", true );\n\t\t\t\tparentOffset.left += jQuery.css( offsetParent, \"borderLeftWidth\", true );\n\t\t\t}\n\t\t}\n\n\t\t// Subtract parent offsets and element margins\n\t\treturn {\n\t\t\ttop: offset.top - parentOffset.top - jQuery.css( elem, \"marginTop\", true ),\n\t\t\tleft: offset.left - parentOffset.left - jQuery.css( elem, \"marginLeft\", true )\n\t\t};\n\t},\n\n\t// This method will return documentElement in the following cases:\n\t// 1) For the element inside the iframe without offsetParent, this method will return\n\t//    documentElement of the parent window\n\t// 2) For the hidden or detached element\n\t// 3) For body or html element, i.e. in case of the html node - it will return itself\n\t//\n\t// but those exceptions were never presented as a real life use-cases\n\t// and might be considered as more preferable results.\n\t//\n\t// This logic, however, is not guaranteed and can change at any point in the future\n\toffsetParent: function() {\n\t\treturn this.map( function() {\n\t\t\tvar offsetParent = this.offsetParent;\n\n\t\t\twhile ( offsetParent && jQuery.css( offsetParent, \"position\" ) === \"static\" ) {\n\t\t\t\toffsetParent = offsetParent.offsetParent;\n\t\t\t}\n\n\t\t\treturn offsetParent || documentElement;\n\t\t} );\n\t}\n} );\n\n// Create scrollLeft and scrollTop methods\njQuery.each( { scrollLeft: \"pageXOffset\", scrollTop: \"pageYOffset\" }, function( method, prop ) {\n\tvar top = \"pageYOffset\" === prop;\n\n\tjQuery.fn[ method ] = function( val ) {\n\t\treturn access( this, function( elem, method, val ) {\n\n\t\t\t// Coalesce documents and windows\n\t\t\tvar win;\n\t\t\tif ( isWindow( elem ) ) {\n\t\t\t\twin = elem;\n\t\t\t} else if ( elem.nodeType === 9 ) {\n\t\t\t\twin = elem.defaultView;\n\t\t\t}\n\n\t\t\tif ( val === undefined ) {\n\t\t\t\treturn win ? win[ prop ] : elem[ method ];\n\t\t\t}\n\n\t\t\tif ( win ) {\n\t\t\t\twin.scrollTo(\n\t\t\t\t\t!top ? val : win.pageXOffset,\n\t\t\t\t\ttop ? val : win.pageYOffset\n\t\t\t\t);\n\n\t\t\t} else {\n\t\t\t\telem[ method ] = val;\n\t\t\t}\n\t\t}, method, val, arguments.length );\n\t};\n} );\n\n// Support: Safari <=7 - 9.1, Chrome <=37 - 49\n// Add the top/left cssHooks using jQuery.fn.position\n// Webkit bug: https://bugs.webkit.org/show_bug.cgi?id=29084\n// Blink bug: https://bugs.chromium.org/p/chromium/issues/detail?id=589347\n// getComputedStyle returns percent when specified for top/left/bottom/right;\n// rather than make the css module depend on the offset module, just check for it here\njQuery.each( [ \"top\", \"left\" ], function( i, prop ) {\n\tjQuery.cssHooks[ prop ] = addGetHookIf( support.pixelPosition,\n\t\tfunction( elem, computed ) {\n\t\t\tif ( computed ) {\n\t\t\t\tcomputed = curCSS( elem, prop );\n\n\t\t\t\t// If curCSS returns percentage, fallback to offset\n\t\t\t\treturn rnumnonpx.test( computed ) ?\n\t\t\t\t\tjQuery( elem ).position()[ prop ] + \"px\" :\n\t\t\t\t\tcomputed;\n\t\t\t}\n\t\t}\n\t);\n} );\n\n\n// Create innerHeight, innerWidth, height, width, outerHeight and outerWidth methods\njQuery.each( { Height: \"height\", Width: \"width\" }, function( name, type ) {\n\tjQuery.each( { padding: \"inner\" + name, content: type, \"\": \"outer\" + name },\n\t\tfunction( defaultExtra, funcName ) {\n\n\t\t// Margin is only for outerHeight, outerWidth\n\t\tjQuery.fn[ funcName ] = function( margin, value ) {\n\t\t\tvar chainable = arguments.length && ( defaultExtra || typeof margin !== \"boolean\" ),\n\t\t\t\textra = defaultExtra || ( margin === true || value === true ? \"margin\" : \"border\" );\n\n\t\t\treturn access( this, function( elem, type, value ) {\n\t\t\t\tvar doc;\n\n\t\t\t\tif ( isWindow( elem ) ) {\n\n\t\t\t\t\t// $( window ).outerWidth/Height return w/h including scrollbars (gh-1729)\n\t\t\t\t\treturn funcName.indexOf( \"outer\" ) === 0 ?\n\t\t\t\t\t\telem[ \"inner\" + name ] :\n\t\t\t\t\t\telem.document.documentElement[ \"client\" + name ];\n\t\t\t\t}\n\n\t\t\t\t// Get document width or height\n\t\t\t\tif ( elem.nodeType === 9 ) {\n\t\t\t\t\tdoc = elem.documentElement;\n\n\t\t\t\t\t// Either scroll[Width/Height] or offset[Width/Height] or client[Width/Height],\n\t\t\t\t\t// whichever is greatest\n\t\t\t\t\treturn Math.max(\n\t\t\t\t\t\telem.body[ \"scroll\" + name ], doc[ \"scroll\" + name ],\n\t\t\t\t\t\telem.body[ \"offset\" + name ], doc[ \"offset\" + name ],\n\t\t\t\t\t\tdoc[ \"client\" + name ]\n\t\t\t\t\t);\n\t\t\t\t}\n\n\t\t\t\treturn value === undefined ?\n\n\t\t\t\t\t// Get width or height on the element, requesting but not forcing parseFloat\n\t\t\t\t\tjQuery.css( elem, type, extra ) :\n\n\t\t\t\t\t// Set width or height on the element\n\t\t\t\t\tjQuery.style( elem, type, value, extra );\n\t\t\t}, type, chainable ? margin : undefined, chainable );\n\t\t};\n\t} );\n} );\n\n\njQuery.each( ( \"blur focus focusin focusout resize scroll click dblclick \" +\n\t\"mousedown mouseup mousemove mouseover mouseout mouseenter mouseleave \" +\n\t\"change select submit keydown keypress keyup contextmenu\" ).split( \" \" ),\n\tfunction( i, name ) {\n\n\t// Handle event binding\n\tjQuery.fn[ name ] = function( data, fn ) {\n\t\treturn arguments.length > 0 ?\n\t\t\tthis.on( name, null, data, fn ) :\n\t\t\tthis.trigger( name );\n\t};\n} );\n\njQuery.fn.extend( {\n\thover: function( fnOver, fnOut ) {\n\t\treturn this.mouseenter( fnOver ).mouseleave( fnOut || fnOver );\n\t}\n} );\n\n\n\n\njQuery.fn.extend( {\n\n\tbind: function( types, data, fn ) {\n\t\treturn this.on( types, null, data, fn );\n\t},\n\tunbind: function( types, fn ) {\n\t\treturn this.off( types, null, fn );\n\t},\n\n\tdelegate: function( selector, types, data, fn ) {\n\t\treturn this.on( types, selector, data, fn );\n\t},\n\tundelegate: function( selector, types, fn ) {\n\n\t\t// ( namespace ) or ( selector, types [, fn] )\n\t\treturn arguments.length === 1 ?\n\t\t\tthis.off( selector, \"**\" ) :\n\t\t\tthis.off( types, selector || \"**\", fn );\n\t}\n} );\n\n// Bind a function to a context, optionally partially applying any\n// arguments.\n// jQuery.proxy is deprecated to promote standards (specifically Function#bind)\n// However, it is not slated for removal any time soon\njQuery.proxy = function( fn, context ) {\n\tvar tmp, args, proxy;\n\n\tif ( typeof context === \"string\" ) {\n\t\ttmp = fn[ context ];\n\t\tcontext = fn;\n\t\tfn = tmp;\n\t}\n\n\t// Quick check to determine if target is callable, in the spec\n\t// this throws a TypeError, but we will just return undefined.\n\tif ( !isFunction( fn ) ) {\n\t\treturn undefined;\n\t}\n\n\t// Simulated bind\n\targs = slice.call( arguments, 2 );\n\tproxy = function() {\n\t\treturn fn.apply( context || this, args.concat( slice.call( arguments ) ) );\n\t};\n\n\t// Set the guid of unique handler to the same of original handler, so it can be removed\n\tproxy.guid = fn.guid = fn.guid || jQuery.guid++;\n\n\treturn proxy;\n};\n\njQuery.holdReady = function( hold ) {\n\tif ( hold ) {\n\t\tjQuery.readyWait++;\n\t} else {\n\t\tjQuery.ready( true );\n\t}\n};\njQuery.isArray = Array.isArray;\njQuery.parseJSON = JSON.parse;\njQuery.nodeName = nodeName;\njQuery.isFunction = isFunction;\njQuery.isWindow = isWindow;\njQuery.camelCase = camelCase;\njQuery.type = toType;\n\njQuery.now = Date.now;\n\njQuery.isNumeric = function( obj ) {\n\n\t// As of jQuery 3.0, isNumeric is limited to\n\t// strings and numbers (primitives or objects)\n\t// that can be coerced to finite numbers (gh-2662)\n\tvar type = jQuery.type( obj );\n\treturn ( type === \"number\" || type === \"string\" ) &&\n\n\t\t// parseFloat NaNs numeric-cast false positives (\"\")\n\t\t// ...but misinterprets leading-number strings, particularly hex literals (\"0x...\")\n\t\t// subtraction forces infinities to NaN\n\t\t!isNaN( obj - parseFloat( obj ) );\n};\n\n\n\n\n// Register as a named AMD module, since jQuery can be concatenated with other\n// files that may use define, but not via a proper concatenation script that\n// understands anonymous AMD modules. A named AMD is safest and most robust\n// way to register. Lowercase jquery is used because AMD module names are\n// derived from file names, and jQuery is normally delivered in a lowercase\n// file name. Do this after creating the global so that if an AMD module wants\n// to call noConflict to hide this version of jQuery, it will work.\n\n// Note that for maximum portability, libraries that are not jQuery should\n// declare themselves as anonymous modules, and avoid setting a global if an\n// AMD loader is present. jQuery is a special case. For more information, see\n// https://github.com/jrburke/requirejs/wiki/Updating-existing-libraries#wiki-anon\n\nif ( true ) {\n\t!(__WEBPACK_AMD_DEFINE_ARRAY__ = [], __WEBPACK_AMD_DEFINE_RESULT__ = (function() {\n\t\treturn jQuery;\n\t}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),\n\t\t\t\t__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));\n}\n\n\n\n\nvar\n\n\t// Map over jQuery in case of overwrite\n\t_jQuery = window.jQuery,\n\n\t// Map over the $ in case of overwrite\n\t_$ = window.$;\n\njQuery.noConflict = function( deep ) {\n\tif ( window.$ === jQuery ) {\n\t\twindow.$ = _$;\n\t}\n\n\tif ( deep && window.jQuery === jQuery ) {\n\t\twindow.jQuery = _jQuery;\n\t}\n\n\treturn jQuery;\n};\n\n// Expose jQuery and $ identifiers, even in AMD\n// (#7102#comment:10, https://github.com/jquery/jquery/pull/557)\n// and CommonJS for browser emulators (#13566)\nif ( !noGlobal ) {\n\twindow.jQuery = window.$ = jQuery;\n}\n\n\n\n\nreturn jQuery;\n} );\n\n\n//# sourceURL=webpack:///./node_modules/jquery/dist/jquery.js?");

/***/ }),

/***/ "./node_modules/mini-signals/lib/mini-signals.js":
/*!*******************************************************!*\
  !*** ./node_modules/mini-signals/lib/mini-signals.js ***!
  \*******************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nObject.defineProperty(exports, '__esModule', {\n  value: true\n});\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar MiniSignalBinding = (function () {\n  function MiniSignalBinding(fn, once, thisArg) {\n    if (once === undefined) once = false;\n\n    _classCallCheck(this, MiniSignalBinding);\n\n    this._fn = fn;\n    this._once = once;\n    this._thisArg = thisArg;\n    this._next = this._prev = this._owner = null;\n  }\n\n  _createClass(MiniSignalBinding, [{\n    key: 'detach',\n    value: function detach() {\n      if (this._owner === null) return false;\n      this._owner.detach(this);\n      return true;\n    }\n  }]);\n\n  return MiniSignalBinding;\n})();\n\nfunction _addMiniSignalBinding(self, node) {\n  if (!self._head) {\n    self._head = node;\n    self._tail = node;\n  } else {\n    self._tail._next = node;\n    node._prev = self._tail;\n    self._tail = node;\n  }\n\n  node._owner = self;\n\n  return node;\n}\n\nvar MiniSignal = (function () {\n  function MiniSignal() {\n    _classCallCheck(this, MiniSignal);\n\n    this._head = this._tail = undefined;\n  }\n\n  _createClass(MiniSignal, [{\n    key: 'handlers',\n    value: function handlers() {\n      var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0];\n\n      var node = this._head;\n\n      if (exists) return !!node;\n\n      var ee = [];\n\n      while (node) {\n        ee.push(node);\n        node = node._next;\n      }\n\n      return ee;\n    }\n  }, {\n    key: 'has',\n    value: function has(node) {\n      if (!(node instanceof MiniSignalBinding)) {\n        throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.');\n      }\n\n      return node._owner === this;\n    }\n  }, {\n    key: 'dispatch',\n    value: function dispatch() {\n      var node = this._head;\n\n      if (!node) return false;\n\n      while (node) {\n        if (node._once) this.detach(node);\n        node._fn.apply(node._thisArg, arguments);\n        node = node._next;\n      }\n\n      return true;\n    }\n  }, {\n    key: 'add',\n    value: function add(fn) {\n      var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n      if (typeof fn !== 'function') {\n        throw new Error('MiniSignal#add(): First arg must be a Function.');\n      }\n      return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg));\n    }\n  }, {\n    key: 'once',\n    value: function once(fn) {\n      var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n      if (typeof fn !== 'function') {\n        throw new Error('MiniSignal#once(): First arg must be a Function.');\n      }\n      return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg));\n    }\n  }, {\n    key: 'detach',\n    value: function detach(node) {\n      if (!(node instanceof MiniSignalBinding)) {\n        throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.');\n      }\n      if (node._owner !== this) return this;\n\n      if (node._prev) node._prev._next = node._next;\n      if (node._next) node._next._prev = node._prev;\n\n      if (node === this._head) {\n        this._head = node._next;\n        if (node._next === null) {\n          this._tail = null;\n        }\n      } else if (node === this._tail) {\n        this._tail = node._prev;\n        this._tail._next = null;\n      }\n\n      node._owner = null;\n      return this;\n    }\n  }, {\n    key: 'detachAll',\n    value: function detachAll() {\n      var node = this._head;\n      if (!node) return this;\n\n      this._head = this._tail = null;\n\n      while (node) {\n        node._owner = null;\n        node = node._next;\n      }\n      return this;\n    }\n  }]);\n\n  return MiniSignal;\n})();\n\nMiniSignal.MiniSignalBinding = MiniSignalBinding;\n\nexports['default'] = MiniSignal;\nmodule.exports = exports['default'];\n\n\n//# sourceURL=webpack:///./node_modules/mini-signals/lib/mini-signals.js?");

/***/ }),

/***/ "./node_modules/object-assign/index.js":
/*!*********************************************!*\
  !*** ./node_modules/object-assign/index.js ***!
  \*********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc');  // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n\n\n//# sourceURL=webpack:///./node_modules/object-assign/index.js?");

/***/ }),

/***/ "./node_modules/parse-uri/index.js":
/*!*****************************************!*\
  !*** ./node_modules/parse-uri/index.js ***!
  \*****************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nmodule.exports = function parseURI (str, opts) {\n  opts = opts || {}\n\n  var o = {\n    key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n    q: {\n      name: 'queryKey',\n      parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n    },\n    parser: {\n      strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n      loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n    }\n  }\n\n  var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str)\n  var uri = {}\n  var i = 14\n\n  while (i--) uri[o.key[i]] = m[i] || ''\n\n  uri[o.q.name] = {}\n  uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) {\n    if ($1) uri[o.q.name][$1] = $2\n  })\n\n  return uri\n}\n\n\n//# sourceURL=webpack:///./node_modules/parse-uri/index.js?");

/***/ }),

/***/ "./node_modules/path-browserify/index.js":
/*!***********************************************!*\
  !*** ./node_modules/path-browserify/index.js ***!
  \***********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("/* WEBPACK VAR INJECTION */(function(process) {// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n// resolves . and .. elements in a path array with directory names there\n// must be no slashes, empty elements, or device names (c:\\) in the array\n// (so also no leading and trailing slashes - it does not distinguish\n// relative and absolute paths)\nfunction normalizeArray(parts, allowAboveRoot) {\n  // if the path tries to go above the root, `up` ends up > 0\n  var up = 0;\n  for (var i = parts.length - 1; i >= 0; i--) {\n    var last = parts[i];\n    if (last === '.') {\n      parts.splice(i, 1);\n    } else if (last === '..') {\n      parts.splice(i, 1);\n      up++;\n    } else if (up) {\n      parts.splice(i, 1);\n      up--;\n    }\n  }\n\n  // if the path is allowed to go above the root, restore leading ..s\n  if (allowAboveRoot) {\n    for (; up--; up) {\n      parts.unshift('..');\n    }\n  }\n\n  return parts;\n}\n\n// Split a filename into [root, dir, basename, ext], unix version\n// 'root' is just a slash, or nothing.\nvar splitPathRe =\n    /^(\\/?|)([\\s\\S]*?)((?:\\.{1,2}|[^\\/]+?|)(\\.[^.\\/]*|))(?:[\\/]*)$/;\nvar splitPath = function(filename) {\n  return splitPathRe.exec(filename).slice(1);\n};\n\n// path.resolve([from ...], to)\n// posix version\nexports.resolve = function() {\n  var resolvedPath = '',\n      resolvedAbsolute = false;\n\n  for (var i = arguments.length - 1; i >= -1 && !resolvedAbsolute; i--) {\n    var path = (i >= 0) ? arguments[i] : process.cwd();\n\n    // Skip empty and invalid entries\n    if (typeof path !== 'string') {\n      throw new TypeError('Arguments to path.resolve must be strings');\n    } else if (!path) {\n      continue;\n    }\n\n    resolvedPath = path + '/' + resolvedPath;\n    resolvedAbsolute = path.charAt(0) === '/';\n  }\n\n  // At this point the path should be resolved to a full absolute path, but\n  // handle relative paths to be safe (might happen when process.cwd() fails)\n\n  // Normalize the path\n  resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function(p) {\n    return !!p;\n  }), !resolvedAbsolute).join('/');\n\n  return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.';\n};\n\n// path.normalize(path)\n// posix version\nexports.normalize = function(path) {\n  var isAbsolute = exports.isAbsolute(path),\n      trailingSlash = substr(path, -1) === '/';\n\n  // Normalize the path\n  path = normalizeArray(filter(path.split('/'), function(p) {\n    return !!p;\n  }), !isAbsolute).join('/');\n\n  if (!path && !isAbsolute) {\n    path = '.';\n  }\n  if (path && trailingSlash) {\n    path += '/';\n  }\n\n  return (isAbsolute ? '/' : '') + path;\n};\n\n// posix version\nexports.isAbsolute = function(path) {\n  return path.charAt(0) === '/';\n};\n\n// posix version\nexports.join = function() {\n  var paths = Array.prototype.slice.call(arguments, 0);\n  return exports.normalize(filter(paths, function(p, index) {\n    if (typeof p !== 'string') {\n      throw new TypeError('Arguments to path.join must be strings');\n    }\n    return p;\n  }).join('/'));\n};\n\n\n// path.relative(from, to)\n// posix version\nexports.relative = function(from, to) {\n  from = exports.resolve(from).substr(1);\n  to = exports.resolve(to).substr(1);\n\n  function trim(arr) {\n    var start = 0;\n    for (; start < arr.length; start++) {\n      if (arr[start] !== '') break;\n    }\n\n    var end = arr.length - 1;\n    for (; end >= 0; end--) {\n      if (arr[end] !== '') break;\n    }\n\n    if (start > end) return [];\n    return arr.slice(start, end - start + 1);\n  }\n\n  var fromParts = trim(from.split('/'));\n  var toParts = trim(to.split('/'));\n\n  var length = Math.min(fromParts.length, toParts.length);\n  var samePartsLength = length;\n  for (var i = 0; i < length; i++) {\n    if (fromParts[i] !== toParts[i]) {\n      samePartsLength = i;\n      break;\n    }\n  }\n\n  var outputParts = [];\n  for (var i = samePartsLength; i < fromParts.length; i++) {\n    outputParts.push('..');\n  }\n\n  outputParts = outputParts.concat(toParts.slice(samePartsLength));\n\n  return outputParts.join('/');\n};\n\nexports.sep = '/';\nexports.delimiter = ':';\n\nexports.dirname = function(path) {\n  var result = splitPath(path),\n      root = result[0],\n      dir = result[1];\n\n  if (!root && !dir) {\n    // No dirname whatsoever\n    return '.';\n  }\n\n  if (dir) {\n    // It has a dirname, strip trailing slash\n    dir = dir.substr(0, dir.length - 1);\n  }\n\n  return root + dir;\n};\n\n\nexports.basename = function(path, ext) {\n  var f = splitPath(path)[2];\n  // TODO: make this comparison case-insensitive on windows?\n  if (ext && f.substr(-1 * ext.length) === ext) {\n    f = f.substr(0, f.length - ext.length);\n  }\n  return f;\n};\n\n\nexports.extname = function(path) {\n  return splitPath(path)[3];\n};\n\nfunction filter (xs, f) {\n    if (xs.filter) return xs.filter(f);\n    var res = [];\n    for (var i = 0; i < xs.length; i++) {\n        if (f(xs[i], i, xs)) res.push(xs[i]);\n    }\n    return res;\n}\n\n// String.prototype.substr - negative index don't work in IE8\nvar substr = 'ab'.substr(-1) === 'b'\n    ? function (str, start, len) { return str.substr(start, len) }\n    : function (str, start, len) {\n        if (start < 0) start = str.length + start;\n        return str.substr(start, len);\n    }\n;\n\n/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../process/browser.js */ \"./node_modules/process/browser.js\")))\n\n//# sourceURL=webpack:///./node_modules/path-browserify/index.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/GLBuffer.js":
/*!***************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/GLBuffer.js ***!
  \***************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("var EMPTY_ARRAY_BUFFER = new ArrayBuffer(0);\n\n/**\n * Helper class to create a webGL buffer\n *\n * @class\n * @memberof PIXI.glCore\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n * @param type {gl.ARRAY_BUFFER | gl.ELEMENT_ARRAY_BUFFER} @mat\n * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data\n * @param drawType {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW}\n */\nvar Buffer = function(gl, type, data, drawType)\n{\n\n\t/**\n     * The current WebGL rendering context\n     *\n     * @member {WebGLRenderingContext}\n     */\n\tthis.gl = gl;\n\n\t/**\n     * The WebGL buffer, created upon instantiation\n     *\n     * @member {WebGLBuffer}\n     */\n\tthis.buffer = gl.createBuffer();\n\n\t/**\n     * The type of the buffer\n     *\n     * @member {gl.ARRAY_BUFFER|gl.ELEMENT_ARRAY_BUFFER}\n     */\n\tthis.type = type || gl.ARRAY_BUFFER;\n\n\t/**\n     * The draw type of the buffer\n     *\n     * @member {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW}\n     */\n\tthis.drawType = drawType || gl.STATIC_DRAW;\n\n\t/**\n     * The data in the buffer, as a typed array\n     *\n     * @member {ArrayBuffer| SharedArrayBuffer|ArrayBufferView}\n     */\n\tthis.data = EMPTY_ARRAY_BUFFER;\n\n\tif(data)\n\t{\n\t\tthis.upload(data);\n\t}\n\n\tthis._updateID = 0;\n};\n\n/**\n * Uploads the buffer to the GPU\n * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data to upload\n * @param offset {Number} if only a subset of the data should be uploaded, this is the amount of data to subtract\n * @param dontBind {Boolean} whether to bind the buffer before uploading it\n */\nBuffer.prototype.upload = function(data, offset, dontBind)\n{\n\t// todo - needed?\n\tif(!dontBind) this.bind();\n\n\tvar gl = this.gl;\n\n\tdata = data || this.data;\n\toffset = offset || 0;\n\n\tif(this.data.byteLength >= data.byteLength)\n\t{\n\t\tgl.bufferSubData(this.type, offset, data);\n\t}\n\telse\n\t{\n\t\tgl.bufferData(this.type, data, this.drawType);\n\t}\n\n\tthis.data = data;\n};\n/**\n * Binds the buffer\n *\n */\nBuffer.prototype.bind = function()\n{\n\tvar gl = this.gl;\n\tgl.bindBuffer(this.type, this.buffer);\n};\n\nBuffer.createVertexBuffer = function(gl, data, drawType)\n{\n\treturn new Buffer(gl, gl.ARRAY_BUFFER, data, drawType);\n};\n\nBuffer.createIndexBuffer = function(gl, data, drawType)\n{\n\treturn new Buffer(gl, gl.ELEMENT_ARRAY_BUFFER, data, drawType);\n};\n\nBuffer.create = function(gl, type, data, drawType)\n{\n\treturn new Buffer(gl, type, data, drawType);\n};\n\n/**\n * Destroys the buffer\n *\n */\nBuffer.prototype.destroy = function(){\n\tthis.gl.deleteBuffer(this.buffer);\n};\n\nmodule.exports = Buffer;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/GLBuffer.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/GLFramebuffer.js":
/*!********************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/GLFramebuffer.js ***!
  \********************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("\nvar Texture = __webpack_require__(/*! ./GLTexture */ \"./node_modules/pixi-gl-core/src/GLTexture.js\");\n\n/**\n * Helper class to create a webGL Framebuffer\n *\n * @class\n * @memberof PIXI.glCore\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n * @param width {Number} the width of the drawing area of the frame buffer\n * @param height {Number} the height of the drawing area of the frame buffer\n */\nvar Framebuffer = function(gl, width, height)\n{\n    /**\n     * The current WebGL rendering context\n     *\n     * @member {WebGLRenderingContext}\n     */\n    this.gl = gl;\n\n    /**\n     * The frame buffer\n     *\n     * @member {WebGLFramebuffer}\n     */\n    this.framebuffer = gl.createFramebuffer();\n\n    /**\n     * The stencil buffer\n     *\n     * @member {WebGLRenderbuffer}\n     */\n    this.stencil = null;\n\n    /**\n     * The stencil buffer\n     *\n     * @member {PIXI.glCore.GLTexture}\n     */\n    this.texture = null;\n\n    /**\n     * The width of the drawing area of the buffer\n     *\n     * @member {Number}\n     */\n    this.width = width || 100;\n    /**\n     * The height of the drawing area of the buffer\n     *\n     * @member {Number}\n     */\n    this.height = height || 100;\n};\n\n/**\n * Adds a texture to the frame buffer\n * @param texture {PIXI.glCore.GLTexture}\n */\nFramebuffer.prototype.enableTexture = function(texture)\n{\n    var gl = this.gl;\n\n    this.texture = texture || new Texture(gl);\n\n    this.texture.bind();\n\n    //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,  this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n\n    this.bind();\n\n    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.texture, 0);\n};\n\n/**\n * Initialises the stencil buffer\n */\nFramebuffer.prototype.enableStencil = function()\n{\n    if(this.stencil)return;\n\n    var gl = this.gl;\n\n    this.stencil = gl.createRenderbuffer();\n\n    gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil);\n\n    // TODO.. this is depth AND stencil?\n    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.stencil);\n    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL,  this.width  , this.height );\n\n\n};\n\n/**\n * Erases the drawing area and fills it with a colour\n * @param  r {Number} the red value of the clearing colour\n * @param  g {Number} the green value of the clearing colour\n * @param  b {Number} the blue value of the clearing colour\n * @param  a {Number} the alpha value of the clearing colour\n */\nFramebuffer.prototype.clear = function( r, g, b, a )\n{\n    this.bind();\n\n    var gl = this.gl;\n\n    gl.clearColor(r, g, b, a);\n    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n};\n\n/**\n * Binds the frame buffer to the WebGL context\n */\nFramebuffer.prototype.bind = function()\n{\n    var gl = this.gl;\n    gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );\n};\n\n/**\n * Unbinds the frame buffer to the WebGL context\n */\nFramebuffer.prototype.unbind = function()\n{\n    var gl = this.gl;\n    gl.bindFramebuffer(gl.FRAMEBUFFER, null );\n};\n/**\n * Resizes the drawing area of the buffer to the given width and height\n * @param  width  {Number} the new width\n * @param  height {Number} the new height\n */\nFramebuffer.prototype.resize = function(width, height)\n{\n    var gl = this.gl;\n\n    this.width = width;\n    this.height = height;\n\n    if ( this.texture )\n    {\n        this.texture.uploadData(null, width, height);\n    }\n\n    if ( this.stencil )\n    {\n        // update the stencil buffer width and height\n        gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil);\n        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);\n    }\n};\n\n/**\n * Destroys this buffer\n */\nFramebuffer.prototype.destroy = function()\n{\n    var gl = this.gl;\n\n    //TODO\n    if(this.texture)\n    {\n        this.texture.destroy();\n    }\n\n    gl.deleteFramebuffer(this.framebuffer);\n\n    this.gl = null;\n\n    this.stencil = null;\n    this.texture = null;\n};\n\n/**\n * Creates a frame buffer with a texture containing the given data\n * @static\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n * @param width {Number} the width of the drawing area of the frame buffer\n * @param height {Number} the height of the drawing area of the frame buffer\n * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data\n */\nFramebuffer.createRGBA = function(gl, width, height, data)\n{\n    var texture = Texture.fromData(gl, null, width, height);\n    texture.enableNearestScaling();\n    texture.enableWrapClamp();\n\n    //now create the framebuffer object and attach the texture to it.\n    var fbo = new Framebuffer(gl, width, height);\n    fbo.enableTexture(texture);\n    //fbo.enableStencil(); // get this back on soon!\n\n    //fbo.enableStencil(); // get this back on soon!\n\n    fbo.unbind();\n\n    return fbo;\n};\n\n/**\n * Creates a frame buffer with a texture containing the given data\n * @static\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n * @param width {Number} the width of the drawing area of the frame buffer\n * @param height {Number} the height of the drawing area of the frame buffer\n * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data\n */\nFramebuffer.createFloat32 = function(gl, width, height, data)\n{\n    // create a new texture..\n    var texture = new Texture.fromData(gl, data, width, height);\n    texture.enableNearestScaling();\n    texture.enableWrapClamp();\n\n    //now create the framebuffer object and attach the texture to it.\n    var fbo = new Framebuffer(gl, width, height);\n    fbo.enableTexture(texture);\n\n    fbo.unbind();\n\n    return fbo;\n};\n\nmodule.exports = Framebuffer;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/GLFramebuffer.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/GLShader.js":
/*!***************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/GLShader.js ***!
  \***************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("\nvar compileProgram = __webpack_require__(/*! ./shader/compileProgram */ \"./node_modules/pixi-gl-core/src/shader/compileProgram.js\"),\n\textractAttributes = __webpack_require__(/*! ./shader/extractAttributes */ \"./node_modules/pixi-gl-core/src/shader/extractAttributes.js\"),\n\textractUniforms = __webpack_require__(/*! ./shader/extractUniforms */ \"./node_modules/pixi-gl-core/src/shader/extractUniforms.js\"),\n\tsetPrecision = __webpack_require__(/*! ./shader/setPrecision */ \"./node_modules/pixi-gl-core/src/shader/setPrecision.js\"),\n\tgenerateUniformAccessObject = __webpack_require__(/*! ./shader/generateUniformAccessObject */ \"./node_modules/pixi-gl-core/src/shader/generateUniformAccessObject.js\");\n\n/**\n * Helper class to create a webGL Shader\n *\n * @class\n * @memberof PIXI.glCore\n * @param gl {WebGLRenderingContext}\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.\n * @param precision {string} The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n * @param attributeLocations {object} A key value pair showing which location eact attribute should sit eg {position:0, uvs:1}\n */\nvar Shader = function(gl, vertexSrc, fragmentSrc, precision, attributeLocations)\n{\n\t/**\n\t * The current WebGL rendering context\n\t *\n\t * @member {WebGLRenderingContext}\n\t */\n\tthis.gl = gl;\n\n\tif(precision)\n\t{\n\t\tvertexSrc = setPrecision(vertexSrc, precision);\n\t\tfragmentSrc = setPrecision(fragmentSrc, precision);\n\t}\n\n\t/**\n\t * The shader program\n\t *\n\t * @member {WebGLProgram}\n\t */\n\t// First compile the program..\n\tthis.program = compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations);\n\n\t/**\n\t * The attributes of the shader as an object containing the following properties\n\t * {\n\t * \ttype,\n\t * \tsize,\n\t * \tlocation,\n\t * \tpointer\n\t * }\n\t * @member {Object}\n\t */\n\t// next extract the attributes\n\tthis.attributes = extractAttributes(gl, this.program);\n\n    this.uniformData = extractUniforms(gl, this.program);\n\n\t/**\n\t * The uniforms of the shader as an object containing the following properties\n\t * {\n\t * \tgl,\n\t * \tdata\n\t * }\n\t * @member {Object}\n\t */\n\tthis.uniforms = generateUniformAccessObject( gl, this.uniformData );\n\n};\n/**\n * Uses this shader\n * \n * @return {PIXI.glCore.GLShader} Returns itself.\n */\nShader.prototype.bind = function()\n{\n\tthis.gl.useProgram(this.program);\n\treturn this;\n};\n\n/**\n * Destroys this shader\n * TODO\n */\nShader.prototype.destroy = function()\n{\n\tthis.attributes = null;\n\tthis.uniformData = null;\n\tthis.uniforms = null;\n\n\tvar gl = this.gl;\n\tgl.deleteProgram(this.program);\n};\n\n\nmodule.exports = Shader;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/GLShader.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/GLTexture.js":
/*!****************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/GLTexture.js ***!
  \****************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("\n/**\n * Helper class to create a WebGL Texture\n *\n * @class\n * @memberof PIXI.glCore\n * @param gl {WebGLRenderingContext} The current WebGL context\n * @param width {number} the width of the texture\n * @param height {number} the height of the texture\n * @param format {number} the pixel format of the texture. defaults to gl.RGBA\n * @param type {number} the gl type of the texture. defaults to gl.UNSIGNED_BYTE\n */\nvar Texture = function(gl, width, height, format, type)\n{\n\t/**\n\t * The current WebGL rendering context\n\t *\n\t * @member {WebGLRenderingContext}\n\t */\n\tthis.gl = gl;\n\n\n\t/**\n\t * The WebGL texture\n\t *\n\t * @member {WebGLTexture}\n\t */\n\tthis.texture = gl.createTexture();\n\n\t/**\n\t * If mipmapping was used for this texture, enable and disable with enableMipmap()\n\t *\n\t * @member {Boolean}\n\t */\n\t// some settings..\n\tthis.mipmap = false;\n\n\n\t/**\n\t * Set to true to enable pre-multiplied alpha\n\t *\n\t * @member {Boolean}\n\t */\n\tthis.premultiplyAlpha = false;\n\n\t/**\n\t * The width of texture\n\t *\n\t * @member {Number}\n\t */\n\tthis.width = width || -1;\n\t/**\n\t * The height of texture\n\t *\n\t * @member {Number}\n\t */\n\tthis.height = height || -1;\n\n\t/**\n\t * The pixel format of the texture. defaults to gl.RGBA\n\t *\n\t * @member {Number}\n\t */\n\tthis.format = format || gl.RGBA;\n\n\t/**\n\t * The gl type of the texture. defaults to gl.UNSIGNED_BYTE\n\t *\n\t * @member {Number}\n\t */\n\tthis.type = type || gl.UNSIGNED_BYTE;\n\n\n};\n\n/**\n * Uploads this texture to the GPU\n * @param source {HTMLImageElement|ImageData|HTMLVideoElement} the source image of the texture\n */\nTexture.prototype.upload = function(source)\n{\n\tthis.bind();\n\n\tvar gl = this.gl;\n\n\n\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha);\n\n\tvar newWidth = source.videoWidth || source.width;\n\tvar newHeight = source.videoHeight || source.height;\n\n\tif(newHeight !== this.height || newWidth !== this.width)\n\t{\n\t\tgl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.format, this.type, source);\n\t}\n\telse\n\t{\n    \tgl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.format, this.type, source);\n\t}\n\n\t// if the source is a video, we need to use the videoWidth / videoHeight properties as width / height will be incorrect.\n\tthis.width = newWidth;\n\tthis.height = newHeight;\n\n};\n\nvar FLOATING_POINT_AVAILABLE = false;\n\n/**\n * Use a data source and uploads this texture to the GPU\n * @param data {TypedArray} the data to upload to the texture\n * @param width {number} the new width of the texture\n * @param height {number} the new height of the texture\n */\nTexture.prototype.uploadData = function(data, width, height)\n{\n\tthis.bind();\n\n\tvar gl = this.gl;\n\n\n\tif(data instanceof Float32Array)\n\t{\n\t\tif(!FLOATING_POINT_AVAILABLE)\n\t\t{\n\t\t\tvar ext = gl.getExtension(\"OES_texture_float\");\n\n\t\t\tif(ext)\n\t\t\t{\n\t\t\t\tFLOATING_POINT_AVAILABLE = true;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tthrow new Error('floating point textures not available');\n\t\t\t}\n\t\t}\n\n\t\tthis.type = gl.FLOAT;\n\t}\n\telse\n\t{\n\t\t// TODO support for other types\n\t\tthis.type = this.type || gl.UNSIGNED_BYTE;\n\t}\n\n\t// what type of data?\n\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha);\n\n\n\tif(width !== this.width || height !== this.height)\n\t{\n\t\tgl.texImage2D(gl.TEXTURE_2D, 0, this.format,  width, height, 0, this.format, this.type, data || null);\n\t}\n\telse\n\t{\n\t\tgl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, this.format, this.type, data || null);\n\t}\n\n\tthis.width = width;\n\tthis.height = height;\n\n\n//\ttexSubImage2D\n};\n\n/**\n * Binds the texture\n * @param  location\n */\nTexture.prototype.bind = function(location)\n{\n\tvar gl = this.gl;\n\n\tif(location !== undefined)\n\t{\n\t\tgl.activeTexture(gl.TEXTURE0 + location);\n\t}\n\n\tgl.bindTexture(gl.TEXTURE_2D, this.texture);\n};\n\n/**\n * Unbinds the texture\n */\nTexture.prototype.unbind = function()\n{\n\tvar gl = this.gl;\n\tgl.bindTexture(gl.TEXTURE_2D, null);\n};\n\n/**\n * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation\n */\nTexture.prototype.minFilter = function( linear )\n{\n\tvar gl = this.gl;\n\n\tthis.bind();\n\n\tif(this.mipmap)\n\t{\n\t\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n\t}\n\telse\n\t{\n\t\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR : gl.NEAREST);\n\t}\n};\n\n/**\n * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation\n */\nTexture.prototype.magFilter = function( linear )\n{\n\tvar gl = this.gl;\n\n\tthis.bind();\n\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, linear ? gl.LINEAR : gl.NEAREST);\n};\n\n/**\n * Enables mipmapping\n */\nTexture.prototype.enableMipmap = function()\n{\n\tvar gl = this.gl;\n\n\tthis.bind();\n\n\tthis.mipmap = true;\n\n\tgl.generateMipmap(gl.TEXTURE_2D);\n};\n\n/**\n * Enables linear filtering\n */\nTexture.prototype.enableLinearScaling = function()\n{\n\tthis.minFilter(true);\n\tthis.magFilter(true);\n};\n\n/**\n * Enables nearest neighbour interpolation\n */\nTexture.prototype.enableNearestScaling = function()\n{\n\tthis.minFilter(false);\n\tthis.magFilter(false);\n};\n\n/**\n * Enables clamping on the texture so WebGL will not repeat it\n */\nTexture.prototype.enableWrapClamp = function()\n{\n\tvar gl = this.gl;\n\n\tthis.bind();\n\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n};\n\n/**\n * Enable tiling on the texture\n */\nTexture.prototype.enableWrapRepeat = function()\n{\n\tvar gl = this.gl;\n\n\tthis.bind();\n\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);\n};\n\nTexture.prototype.enableWrapMirrorRepeat = function()\n{\n\tvar gl = this.gl;\n\n\tthis.bind();\n\n\tgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);\n};\n\n\n/**\n * Destroys this texture\n */\nTexture.prototype.destroy = function()\n{\n\tvar gl = this.gl;\n\t//TODO\n\tgl.deleteTexture(this.texture);\n};\n\n/**\n * @static\n * @param gl {WebGLRenderingContext} The current WebGL context\n * @param source {HTMLImageElement|ImageData} the source image of the texture\n * @param premultiplyAlpha {Boolean} If we want to use pre-multiplied alpha\n */\nTexture.fromSource = function(gl, source, premultiplyAlpha)\n{\n\tvar texture = new Texture(gl);\n\ttexture.premultiplyAlpha = premultiplyAlpha || false;\n\ttexture.upload(source);\n\n\treturn texture;\n};\n\n/**\n * @static\n * @param gl {WebGLRenderingContext} The current WebGL context\n * @param data {TypedArray} the data to upload to the texture\n * @param width {number} the new width of the texture\n * @param height {number} the new height of the texture\n */\nTexture.fromData = function(gl, data, width, height)\n{\n\t//console.log(data, width, height);\n\tvar texture = new Texture(gl);\n\ttexture.uploadData(data, width, height);\n\n\treturn texture;\n};\n\n\nmodule.exports = Texture;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/GLTexture.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/VertexArrayObject.js":
/*!************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/VertexArrayObject.js ***!
  \************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("\n// state object//\nvar setVertexAttribArrays = __webpack_require__( /*! ./setVertexAttribArrays */ \"./node_modules/pixi-gl-core/src/setVertexAttribArrays.js\" );\n\n/**\n * Helper class to work with WebGL VertexArrayObjects (vaos)\n * Only works if WebGL extensions are enabled (they usually are)\n *\n * @class\n * @memberof PIXI.glCore\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n */\nfunction VertexArrayObject(gl, state)\n{\n    this.nativeVaoExtension = null;\n\n    if(!VertexArrayObject.FORCE_NATIVE)\n    {\n        this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') ||\n                                  gl.getExtension('MOZ_OES_vertex_array_object') ||\n                                  gl.getExtension('WEBKIT_OES_vertex_array_object');\n    }\n\n    this.nativeState = state;\n\n    if(this.nativeVaoExtension)\n    {\n        this.nativeVao = this.nativeVaoExtension.createVertexArrayOES();\n\n        var maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);\n\n        // VAO - overwrite the state..\n        this.nativeState = {\n            tempAttribState: new Array(maxAttribs),\n            attribState: new Array(maxAttribs)\n        };\n    }\n\n    /**\n     * The current WebGL rendering context\n     *\n     * @member {WebGLRenderingContext}\n     */\n    this.gl = gl;\n\n    /**\n     * An array of attributes\n     *\n     * @member {Array}\n     */\n    this.attributes = [];\n\n    /**\n     * @member {PIXI.glCore.GLBuffer}\n     */\n    this.indexBuffer = null;\n\n    /**\n     * A boolean flag\n     *\n     * @member {Boolean}\n     */\n    this.dirty = false;\n}\n\nVertexArrayObject.prototype.constructor = VertexArrayObject;\nmodule.exports = VertexArrayObject;\n\n/**\n* Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!)\n* If you find on older devices that things have gone a bit weird then set this to true.\n*/\n/**\n * Lets the VAO know if you should use the WebGL extension or the native methods.\n * Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!)\n * If you find on older devices that things have gone a bit weird then set this to true.\n * @static\n * @property {Boolean} FORCE_NATIVE\n */\nVertexArrayObject.FORCE_NATIVE = false;\n\n/**\n * Binds the buffer\n */\nVertexArrayObject.prototype.bind = function()\n{\n    if(this.nativeVao)\n    {\n        this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao);\n\n        if(this.dirty)\n        {\n            this.dirty = false;\n            this.activate();\n            return this;\n        }\n        if (this.indexBuffer)\n        {\n            this.indexBuffer.bind();\n        }\n    }\n    else\n    {\n        this.activate();\n    }\n\n    return this;\n};\n\n/**\n * Unbinds the buffer\n */\nVertexArrayObject.prototype.unbind = function()\n{\n    if(this.nativeVao)\n    {\n        this.nativeVaoExtension.bindVertexArrayOES(null);\n    }\n\n    return this;\n};\n\n/**\n * Uses this vao\n */\nVertexArrayObject.prototype.activate = function()\n{\n\n    var gl = this.gl;\n    var lastBuffer = null;\n\n    for (var i = 0; i < this.attributes.length; i++)\n    {\n        var attrib = this.attributes[i];\n\n        if(lastBuffer !== attrib.buffer)\n        {\n            attrib.buffer.bind();\n            lastBuffer = attrib.buffer;\n        }\n\n        gl.vertexAttribPointer(attrib.attribute.location,\n                               attrib.attribute.size,\n                               attrib.type || gl.FLOAT,\n                               attrib.normalized || false,\n                               attrib.stride || 0,\n                               attrib.start || 0);\n    }\n\n    setVertexAttribArrays(gl, this.attributes, this.nativeState);\n\n    if(this.indexBuffer)\n    {\n        this.indexBuffer.bind();\n    }\n\n    return this;\n};\n\n/**\n *\n * @param buffer     {PIXI.gl.GLBuffer}\n * @param attribute  {*}\n * @param type       {String}\n * @param normalized {Boolean}\n * @param stride     {Number}\n * @param start      {Number}\n */\nVertexArrayObject.prototype.addAttribute = function(buffer, attribute, type, normalized, stride, start)\n{\n    this.attributes.push({\n        buffer:     buffer,\n        attribute:  attribute,\n\n        location:   attribute.location,\n        type:       type || this.gl.FLOAT,\n        normalized: normalized || false,\n        stride:     stride || 0,\n        start:      start || 0\n    });\n\n    this.dirty = true;\n\n    return this;\n};\n\n/**\n *\n * @param buffer   {PIXI.gl.GLBuffer}\n */\nVertexArrayObject.prototype.addIndex = function(buffer/*, options*/)\n{\n    this.indexBuffer = buffer;\n\n    this.dirty = true;\n\n    return this;\n};\n\n/**\n * Unbinds this vao and disables it\n */\nVertexArrayObject.prototype.clear = function()\n{\n    // var gl = this.gl;\n\n    // TODO - should this function unbind after clear?\n    // for now, no but lets see what happens in the real world!\n    if(this.nativeVao)\n    {\n        this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao);\n    }\n\n    this.attributes.length = 0;\n    this.indexBuffer = null;\n\n    return this;\n};\n\n/**\n * @param type  {Number}\n * @param size  {Number}\n * @param start {Number}\n */\nVertexArrayObject.prototype.draw = function(type, size, start)\n{\n    var gl = this.gl;\n\n    if(this.indexBuffer)\n    {\n        gl.drawElements(type, size || this.indexBuffer.data.length, gl.UNSIGNED_SHORT, (start || 0) * 2 );\n    }\n    else\n    {\n        // TODO need a better way to calculate size..\n        gl.drawArrays(type, start, size || this.getSize());\n    }\n\n    return this;\n};\n\n/**\n * Destroy this vao\n */\nVertexArrayObject.prototype.destroy = function()\n{\n    // lose references\n    this.gl = null;\n    this.indexBuffer = null;\n    this.attributes = null;\n    this.nativeState = null;\n\n    if(this.nativeVao)\n    {\n        this.nativeVaoExtension.deleteVertexArrayOES(this.nativeVao);\n    }\n\n    this.nativeVaoExtension = null;\n    this.nativeVao = null;\n};\n\nVertexArrayObject.prototype.getSize = function()\n{\n    var attrib = this.attributes[0];\n    return attrib.buffer.data.length / (( attrib.stride/4 ) || attrib.attribute.size);\n};\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/VertexArrayObject.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/createContext.js":
/*!********************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/createContext.js ***!
  \********************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("\n/**\n * Helper class to create a webGL Context\n *\n * @class\n * @memberof PIXI.glCore\n * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from\n * @param options {Object} An options object that gets passed in to the canvas element containing the context attributes,\n *                         see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext for the options available\n * @return {WebGLRenderingContext} the WebGL context\n */\nvar createContext = function(canvas, options)\n{\n    var gl = canvas.getContext('webgl', options) || \n         canvas.getContext('experimental-webgl', options);\n\n    if (!gl)\n    {\n        // fail, not able to get a context\n        throw new Error('This browser does not support webGL. Try using the canvas renderer');\n    }\n\n    return gl;\n};\n\nmodule.exports = createContext;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/createContext.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/index.js":
/*!************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/index.js ***!
  \************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("var gl = {\n    createContext:          __webpack_require__(/*! ./createContext */ \"./node_modules/pixi-gl-core/src/createContext.js\"),\n    setVertexAttribArrays:  __webpack_require__(/*! ./setVertexAttribArrays */ \"./node_modules/pixi-gl-core/src/setVertexAttribArrays.js\"),\n    GLBuffer:               __webpack_require__(/*! ./GLBuffer */ \"./node_modules/pixi-gl-core/src/GLBuffer.js\"),\n    GLFramebuffer:          __webpack_require__(/*! ./GLFramebuffer */ \"./node_modules/pixi-gl-core/src/GLFramebuffer.js\"),\n    GLShader:               __webpack_require__(/*! ./GLShader */ \"./node_modules/pixi-gl-core/src/GLShader.js\"),\n    GLTexture:              __webpack_require__(/*! ./GLTexture */ \"./node_modules/pixi-gl-core/src/GLTexture.js\"),\n    VertexArrayObject:      __webpack_require__(/*! ./VertexArrayObject */ \"./node_modules/pixi-gl-core/src/VertexArrayObject.js\"),\n    shader:                 __webpack_require__(/*! ./shader */ \"./node_modules/pixi-gl-core/src/shader/index.js\")\n};\n\n// Export for Node-compatible environments\nif (typeof module !== 'undefined' && module.exports)\n{\n    // Export the module\n    module.exports = gl;\n}\n\n// Add to the browser window pixi.gl\nif (typeof window !== 'undefined')\n{\n    // add the window object\n    window.PIXI = window.PIXI || {};\n    window.PIXI.glCore = gl;\n}\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/index.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/setVertexAttribArrays.js":
/*!****************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/setVertexAttribArrays.js ***!
  \****************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("// var GL_MAP = {};\n\n/**\n * @param gl {WebGLRenderingContext} The current WebGL context\n * @param attribs {*}\n * @param state {*}\n */\nvar setVertexAttribArrays = function (gl, attribs, state)\n{\n    var i;\n    if(state)\n    {\n        var tempAttribState = state.tempAttribState,\n            attribState = state.attribState;\n\n        for (i = 0; i < tempAttribState.length; i++)\n        {\n            tempAttribState[i] = false;\n        }\n\n        // set the new attribs\n        for (i = 0; i < attribs.length; i++)\n        {\n            tempAttribState[attribs[i].attribute.location] = true;\n        }\n\n        for (i = 0; i < attribState.length; i++)\n        {\n            if (attribState[i] !== tempAttribState[i])\n            {\n                attribState[i] = tempAttribState[i];\n\n                if (state.attribState[i])\n                {\n                    gl.enableVertexAttribArray(i);\n                }\n                else\n                {\n                    gl.disableVertexAttribArray(i);\n                }\n            }\n        }\n\n    }\n    else\n    {\n        for (i = 0; i < attribs.length; i++)\n        {\n            var attrib = attribs[i];\n            gl.enableVertexAttribArray(attrib.attribute.location);\n        }\n    }\n};\n\nmodule.exports = setVertexAttribArrays;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/setVertexAttribArrays.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/compileProgram.js":
/*!****************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/compileProgram.js ***!
  \****************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("\n/**\n * @class\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.\n * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations\n * @return {WebGLProgram} the shader program\n */\nvar compileProgram = function(gl, vertexSrc, fragmentSrc, attributeLocations)\n{\n    var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n    var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n\n    var program = gl.createProgram();\n\n    gl.attachShader(program, glVertShader);\n    gl.attachShader(program, glFragShader);\n\n    // optionally, set the attributes manually for the program rather than letting WebGL decide..\n    if(attributeLocations)\n    {\n        for(var i in attributeLocations)\n        {\n            gl.bindAttribLocation(program, attributeLocations[i], i);\n        }\n    }\n\n\n    gl.linkProgram(program);\n\n    // if linking fails, then log and cleanup\n    if (!gl.getProgramParameter(program, gl.LINK_STATUS))\n    {\n        console.error('Pixi.js Error: Could not initialize shader.');\n        console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS));\n        console.error('gl.getError()', gl.getError());\n\n        // if there is a program info log, log it\n        if (gl.getProgramInfoLog(program) !== '')\n        {\n            console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n        }\n\n        gl.deleteProgram(program);\n        program = null;\n    }\n\n    // clean up some shaders\n    gl.deleteShader(glVertShader);\n    gl.deleteShader(glFragShader);\n\n    return program;\n};\n\n/**\n * @private\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @return {WebGLShader} the shader\n */\nvar compileShader = function (gl, type, src)\n{\n    var shader = gl.createShader(type);\n\n    gl.shaderSource(shader, src);\n    gl.compileShader(shader);\n\n    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n    {\n        console.log(gl.getShaderInfoLog(shader));\n        return null;\n    }\n\n    return shader;\n};\n\nmodule.exports = compileProgram;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/compileProgram.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/defaultValue.js":
/*!**************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/defaultValue.js ***!
  \**************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("/**\n * @class\n * @memberof PIXI.glCore.shader\n * @param type {String} Type of value\n * @param size {Number}\n */\nvar defaultValue = function(type, size) \n{\n    switch (type)\n    {\n        case 'float':\n            return 0;\n\n        case 'vec2': \n            return new Float32Array(2 * size);\n\n        case 'vec3':\n            return new Float32Array(3 * size);\n\n        case 'vec4':     \n            return new Float32Array(4 * size);\n            \n        case 'int':\n        case 'sampler2D':\n            return 0;\n\n        case 'ivec2':   \n            return new Int32Array(2 * size);\n\n        case 'ivec3':\n            return new Int32Array(3 * size);\n\n        case 'ivec4': \n            return new Int32Array(4 * size);\n\n        case 'bool':     \n            return false;\n\n        case 'bvec2':\n\n            return booleanArray( 2 * size);\n\n        case 'bvec3':\n            return booleanArray(3 * size);\n\n        case 'bvec4':\n            return booleanArray(4 * size);\n\n        case 'mat2':\n            return new Float32Array([1, 0,\n                                     0, 1]);\n\n        case 'mat3': \n            return new Float32Array([1, 0, 0,\n                                     0, 1, 0,\n                                     0, 0, 1]);\n\n        case 'mat4':\n            return new Float32Array([1, 0, 0, 0,\n                                     0, 1, 0, 0,\n                                     0, 0, 1, 0,\n                                     0, 0, 0, 1]);\n    }\n};\n\nvar booleanArray = function(size)\n{\n    var array = new Array(size);\n\n    for (var i = 0; i < array.length; i++) \n    {\n        array[i] = false;\n    }\n\n    return array;\n};\n\nmodule.exports = defaultValue;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/defaultValue.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/extractAttributes.js":
/*!*******************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/extractAttributes.js ***!
  \*******************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("\nvar mapType = __webpack_require__(/*! ./mapType */ \"./node_modules/pixi-gl-core/src/shader/mapType.js\");\nvar mapSize = __webpack_require__(/*! ./mapSize */ \"./node_modules/pixi-gl-core/src/shader/mapSize.js\");\n\n/**\n * Extracts the attributes\n * @class\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n * @param program {WebGLProgram} The shader program to get the attributes from\n * @return attributes {Object}\n */\nvar extractAttributes = function(gl, program)\n{\n    var attributes = {};\n\n    var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n    for (var i = 0; i < totalAttributes; i++)\n    {\n        var attribData = gl.getActiveAttrib(program, i);\n        var type = mapType(gl, attribData.type);\n\n        attributes[attribData.name] = {\n            type:type,\n            size:mapSize(type),\n            location:gl.getAttribLocation(program, attribData.name),\n            //TODO - make an attribute object\n            pointer: pointer\n        };\n    }\n\n    return attributes;\n};\n\nvar pointer = function(type, normalized, stride, start){\n    // console.log(this.location)\n    gl.vertexAttribPointer(this.location,this.size, type || gl.FLOAT, normalized || false, stride || 0, start || 0);\n};\n\nmodule.exports = extractAttributes;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/extractAttributes.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/extractUniforms.js":
/*!*****************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/extractUniforms.js ***!
  \*****************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("var mapType = __webpack_require__(/*! ./mapType */ \"./node_modules/pixi-gl-core/src/shader/mapType.js\");\nvar defaultValue = __webpack_require__(/*! ./defaultValue */ \"./node_modules/pixi-gl-core/src/shader/defaultValue.js\");\n\n/**\n * Extracts the uniforms\n * @class\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n * @param program {WebGLProgram} The shader program to get the uniforms from\n * @return uniforms {Object}\n */\nvar extractUniforms = function(gl, program)\n{\n\tvar uniforms = {};\n\n    var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n    for (var i = 0; i < totalUniforms; i++)\n    {\n    \tvar uniformData = gl.getActiveUniform(program, i);\n    \tvar name = uniformData.name.replace(/\\[.*?\\]/, \"\");\n        var type = mapType(gl, uniformData.type );\n\n    \tuniforms[name] = {\n    \t\ttype:type,\n    \t\tsize:uniformData.size,\n    \t\tlocation:gl.getUniformLocation(program, name),\n    \t\tvalue:defaultValue(type, uniformData.size)\n    \t};\n    }\n\n\treturn uniforms;\n};\n\nmodule.exports = extractUniforms;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/extractUniforms.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/generateUniformAccessObject.js":
/*!*****************************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/generateUniformAccessObject.js ***!
  \*****************************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("/**\n * Extracts the attributes\n * @class\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL rendering context\n * @param uniforms {Array} @mat ?\n * @return attributes {Object}\n */\nvar generateUniformAccessObject = function(gl, uniformData)\n{\n    // this is the object we will be sending back.\n    // an object hierachy will be created for structs\n    var uniforms = {data:{}};\n\n    uniforms.gl = gl;\n\n    var uniformKeys= Object.keys(uniformData);\n\n    for (var i = 0; i < uniformKeys.length; i++)\n    {\n        var fullName = uniformKeys[i];\n\n        var nameTokens = fullName.split('.');\n        var name = nameTokens[nameTokens.length - 1];\n\n\n        var uniformGroup = getUniformGroup(nameTokens, uniforms);\n\n        var uniform =  uniformData[fullName];\n        uniformGroup.data[name] = uniform;\n\n        uniformGroup.gl = gl;\n\n        Object.defineProperty(uniformGroup, name, {\n            get: generateGetter(name),\n            set: generateSetter(name, uniform)\n        });\n    }\n\n    return uniforms;\n};\n\nvar generateGetter = function(name)\n{\n    return function() {\n        return this.data[name].value;\n    };\n};\n\nvar GLSL_SINGLE_SETTERS = {\n    float: function setSingleFloat(gl, location, value) { gl.uniform1f(location, value); },\n    vec2: function setSingleVec2(gl, location, value) { gl.uniform2f(location, value[0], value[1]); },\n    vec3: function setSingleVec3(gl, location, value) { gl.uniform3f(location, value[0], value[1], value[2]); },\n    vec4: function setSingleVec4(gl, location, value) { gl.uniform4f(location, value[0], value[1], value[2], value[3]); },\n\n    int: function setSingleInt(gl, location, value) { gl.uniform1i(location, value); },\n    ivec2: function setSingleIvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); },\n    ivec3: function setSingleIvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); },\n    ivec4: function setSingleIvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); },\n\n    bool: function setSingleBool(gl, location, value) { gl.uniform1i(location, value); },\n    bvec2: function setSingleBvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); },\n    bvec3: function setSingleBvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); },\n    bvec4: function setSingleBvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); },\n\n    mat2: function setSingleMat2(gl, location, value) { gl.uniformMatrix2fv(location, false, value); },\n    mat3: function setSingleMat3(gl, location, value) { gl.uniformMatrix3fv(location, false, value); },\n    mat4: function setSingleMat4(gl, location, value) { gl.uniformMatrix4fv(location, false, value); },\n\n    sampler2D: function setSingleSampler2D(gl, location, value) { gl.uniform1i(location, value); },\n};\n\nvar GLSL_ARRAY_SETTERS = {\n    float: function setFloatArray(gl, location, value) { gl.uniform1fv(location, value); },\n    vec2: function setVec2Array(gl, location, value) { gl.uniform2fv(location, value); },\n    vec3: function setVec3Array(gl, location, value) { gl.uniform3fv(location, value); },\n    vec4: function setVec4Array(gl, location, value) { gl.uniform4fv(location, value); },\n    int: function setIntArray(gl, location, value) { gl.uniform1iv(location, value); },\n    ivec2: function setIvec2Array(gl, location, value) { gl.uniform2iv(location, value); },\n    ivec3: function setIvec3Array(gl, location, value) { gl.uniform3iv(location, value); },\n    ivec4: function setIvec4Array(gl, location, value) { gl.uniform4iv(location, value); },\n    bool: function setBoolArray(gl, location, value) { gl.uniform1iv(location, value); },\n    bvec2: function setBvec2Array(gl, location, value) { gl.uniform2iv(location, value); },\n    bvec3: function setBvec3Array(gl, location, value) { gl.uniform3iv(location, value); },\n    bvec4: function setBvec4Array(gl, location, value) { gl.uniform4iv(location, value); },\n    sampler2D: function setSampler2DArray(gl, location, value) { gl.uniform1iv(location, value); },\n};\n\nfunction generateSetter(name, uniform)\n{\n    return function(value) {\n        this.data[name].value = value;\n        var location = this.data[name].location;\n        if (uniform.size === 1)\n        {\n            GLSL_SINGLE_SETTERS[uniform.type](this.gl, location, value);\n        }\n        else\n        {\n            // glslSetArray(gl, location, type, value) {\n            GLSL_ARRAY_SETTERS[uniform.type](this.gl, location, value);\n        }\n    };\n}\n\nfunction getUniformGroup(nameTokens, uniform)\n{\n    var cur = uniform;\n\n    for (var i = 0; i < nameTokens.length - 1; i++)\n    {\n        var o = cur[nameTokens[i]] || {data:{}};\n        cur[nameTokens[i]] = o;\n        cur = o;\n    }\n\n    return cur;\n}\n\n\nmodule.exports = generateUniformAccessObject;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/generateUniformAccessObject.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/index.js":
/*!*******************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/index.js ***!
  \*******************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

eval("module.exports = {\n    compileProgram: __webpack_require__(/*! ./compileProgram */ \"./node_modules/pixi-gl-core/src/shader/compileProgram.js\"),\n    defaultValue: __webpack_require__(/*! ./defaultValue */ \"./node_modules/pixi-gl-core/src/shader/defaultValue.js\"),\n    extractAttributes: __webpack_require__(/*! ./extractAttributes */ \"./node_modules/pixi-gl-core/src/shader/extractAttributes.js\"),\n    extractUniforms: __webpack_require__(/*! ./extractUniforms */ \"./node_modules/pixi-gl-core/src/shader/extractUniforms.js\"),\n    generateUniformAccessObject: __webpack_require__(/*! ./generateUniformAccessObject */ \"./node_modules/pixi-gl-core/src/shader/generateUniformAccessObject.js\"),\n    setPrecision: __webpack_require__(/*! ./setPrecision */ \"./node_modules/pixi-gl-core/src/shader/setPrecision.js\"),\n    mapSize: __webpack_require__(/*! ./mapSize */ \"./node_modules/pixi-gl-core/src/shader/mapSize.js\"),\n    mapType: __webpack_require__(/*! ./mapType */ \"./node_modules/pixi-gl-core/src/shader/mapType.js\")\n};\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/index.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/mapSize.js":
/*!*********************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/mapSize.js ***!
  \*********************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("/**\n * @class\n * @memberof PIXI.glCore.shader\n * @param type {String}\n * @return {Number}\n */\nvar mapSize = function(type) \n{ \n    return GLSL_TO_SIZE[type];\n};\n\n\nvar GLSL_TO_SIZE = {\n    'float':    1,\n    'vec2':     2,\n    'vec3':     3,\n    'vec4':     4,\n\n    'int':      1,\n    'ivec2':    2,\n    'ivec3':    3,\n    'ivec4':    4,\n\n    'bool':     1,\n    'bvec2':    2,\n    'bvec3':    3,\n    'bvec4':    4,\n\n    'mat2':     4,\n    'mat3':     9,\n    'mat4':     16,\n\n    'sampler2D':  1\n};\n\nmodule.exports = mapSize;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/mapSize.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/mapType.js":
/*!*********************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/mapType.js ***!
  \*********************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("\n\nvar mapType = function(gl, type) \n{\n    if(!GL_TABLE) \n    {\n        var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n\n        GL_TABLE = {};\n\n        for(var i = 0; i < typeNames.length; ++i) \n        {\n            var tn = typeNames[i];\n            GL_TABLE[ gl[tn] ] = GL_TO_GLSL_TYPES[tn];\n        }\n    }\n\n  return GL_TABLE[type];\n};\n\nvar GL_TABLE = null;\n\nvar GL_TO_GLSL_TYPES = {\n  'FLOAT':       'float',\n  'FLOAT_VEC2':  'vec2',\n  'FLOAT_VEC3':  'vec3',\n  'FLOAT_VEC4':  'vec4',\n\n  'INT':         'int',\n  'INT_VEC2':    'ivec2',\n  'INT_VEC3':    'ivec3',\n  'INT_VEC4':    'ivec4',\n  \n  'BOOL':        'bool',\n  'BOOL_VEC2':   'bvec2',\n  'BOOL_VEC3':   'bvec3',\n  'BOOL_VEC4':   'bvec4',\n  \n  'FLOAT_MAT2':  'mat2',\n  'FLOAT_MAT3':  'mat3',\n  'FLOAT_MAT4':  'mat4',\n  \n  'SAMPLER_2D':  'sampler2D'  \n};\n\nmodule.exports = mapType;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/mapType.js?");

/***/ }),

/***/ "./node_modules/pixi-gl-core/src/shader/setPrecision.js":
/*!**************************************************************!*\
  !*** ./node_modules/pixi-gl-core/src/shader/setPrecision.js ***!
  \**************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {

eval("/**\n * Sets the float precision on the shader. If the precision is already present this function will do nothing\n * @param {string} src       the shader source\n * @param {string} precision The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n *\n * @return {string} modified shader source\n */\nvar setPrecision = function(src, precision)\n{\n    if(src.substring(0, 9) !== 'precision')\n    {\n        return 'precision ' + precision + ' float;\\n' + src;\n    }\n\n    return src;\n};\n\nmodule.exports = setPrecision;\n\n\n//# sourceURL=webpack:///./node_modules/pixi-gl-core/src/shader/setPrecision.js?");

/***/ }),

/***/ "./node_modules/pixi-sound/dist/pixi-sound.es.js":
/*!*******************************************************!*\
  !*** ./node_modules/pixi-sound/dist/pixi-sound.es.js ***!
  \*******************************************************/
/*! exports provided: sound, filters, htmlaudio, webaudio, Filterable, Sound, SoundLibrary, SoundSprite, utils */
/***/ (function(module, __webpack_exports__, __webpack_require__) {

"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* WEBPACK VAR INJECTION */(function(global, setImmediate) {/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"sound\", function() { return sound; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"filters\", function() { return filters; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"htmlaudio\", function() { return htmlaudio; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"webaudio\", function() { return webaudio; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Filterable\", function() { return Filterable; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Sound\", function() { return Sound; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SoundLibrary\", function() { return SoundLibrary; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SoundSprite\", function() { return SoundSprite; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"utils\", function() { return SoundUtils; });\n/*!\n * pixi-sound - v2.0.2\n * https://github.com/pixijs/pixi-sound\n * Compiled Fri, 06 Apr 2018 20:16:11 UTC\n *\n * pixi-sound is licensed under the MIT license.\n * http://www.opensource.org/licenses/mit-license\n */\nfunction __extends(e,t){function n(){this.constructor=e}extendStatics(e,t),e.prototype=null===t?Object.create(t):(n.prototype=t.prototype,new n)}function createCommonjsModule(e,t){return t={exports:{}},e(t,t.exports),t.exports}if(\"undefined\"==typeof PIXI)throw\"PixiJS required\";var Filterable=function(){function e(e,t){this._output=t,this._input=e}return Object.defineProperty(e.prototype,\"destination\",{get:function(){return this._input},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"filters\",{get:function(){return this._filters},set:function(e){var t=this;if(this._filters&&(this._filters.forEach(function(e){e&&e.disconnect()}),this._filters=null,this._input.connect(this._output)),e&&e.length){this._filters=e.slice(0),this._input.disconnect();var n=null;e.forEach(function(e){null===n?t._input.connect(e.destination):n.connect(e.destination),n=e}),n.connect(this._output)}},enumerable:!0,configurable:!0}),e.prototype.destroy=function(){this.filters=null,this._input=null,this._output=null},e}(),extendStatics=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,t){e.__proto__=t}||function(e,t){for(var n in t)t.hasOwnProperty(n)&&(e[n]=t[n])},id=0,HTMLAudioInstance=function(e){function t(t){var n=e.call(this)||this;return n.id=id++,n.init(t),n}return __extends(t,e),Object.defineProperty(t.prototype,\"progress\",{get:function(){return this._source.currentTime/this._duration},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"paused\",{get:function(){return this._paused},set:function(e){this._paused=e,this.refreshPaused()},enumerable:!0,configurable:!0}),t.prototype._onPlay=function(){this._playing=!0},t.prototype._onPause=function(){this._playing=!1},t.prototype.init=function(e){this._playing=!1,this._duration=e.source.duration;var t=this._source=e.source.cloneNode(!1);t.src=e.parent.url,t.onplay=this._onPlay.bind(this),t.onpause=this._onPause.bind(this),e.context.on(\"refresh\",this.refresh,this),e.context.on(\"refreshPaused\",this.refreshPaused,this),this._media=e},t.prototype._internalStop=function(){this._source&&this._playing&&(this._source.onended=null,this._source.pause())},t.prototype.stop=function(){this._internalStop(),this._source&&this.emit(\"stop\")},Object.defineProperty(t.prototype,\"speed\",{get:function(){return this._speed},set:function(e){this._speed=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"volume\",{get:function(){return this._volume},set:function(e){this._volume=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"loop\",{get:function(){return this._loop},set:function(e){this._loop=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"muted\",{get:function(){return this._muted},set:function(e){this._muted=e,this.refresh()},enumerable:!0,configurable:!0}),t.prototype.refresh=function(){var e=this._media.context,t=this._media.parent;this._source.loop=this._loop||t.loop;var n=e.volume*(e.muted?0:1),o=t.volume*(t.muted?0:1),i=this._volume*(this._muted?0:1);this._source.volume=i*n*o,this._source.playbackRate=this._speed*e.speed*t.speed},t.prototype.refreshPaused=function(){var e=this._media.context,t=this._media.parent,n=this._paused||t.paused||e.paused;n!==this._pausedReal&&(this._pausedReal=n,n?(this._internalStop(),this.emit(\"paused\")):(this.emit(\"resumed\"),this.play({start:this._source.currentTime,end:this._end,volume:this._volume,speed:this._speed,loop:this._loop})),this.emit(\"pause\",n))},t.prototype.play=function(e){var n=this,o=e.start,i=e.end,r=e.speed,s=e.loop,u=e.volume,a=e.muted;i&&console.assert(i>o,\"End time is before start time\"),this._speed=r,this._volume=u,this._loop=!!s,this._muted=a,this.refresh(),this.loop&&null!==i&&(console.warn('Looping not support when specifying an \"end\" time'),this.loop=!1),this._start=o,this._end=i||this._duration,this._start=Math.max(0,this._start-t.PADDING),this._end=Math.min(this._end+t.PADDING,this._duration),this._source.onloadedmetadata=function(){n._source&&(n._source.currentTime=o,n._source.onloadedmetadata=null,n.emit(\"progress\",o,n._duration),PIXI.ticker.shared.add(n._onUpdate,n))},this._source.onended=this._onComplete.bind(this),this._source.play(),this.emit(\"start\")},t.prototype._onUpdate=function(){this.emit(\"progress\",this.progress,this._duration),this._source.currentTime>=this._end&&!this._source.loop&&this._onComplete()},t.prototype._onComplete=function(){PIXI.ticker.shared.remove(this._onUpdate,this),this._internalStop(),this.emit(\"progress\",1,this._duration),this.emit(\"end\",this)},t.prototype.destroy=function(){PIXI.ticker.shared.remove(this._onUpdate,this),this.removeAllListeners();var e=this._source;e&&(e.onended=null,e.onplay=null,e.onpause=null,this._internalStop()),this._source=null,this._speed=1,this._volume=1,this._loop=!1,this._end=null,this._start=0,this._duration=0,this._playing=!1,this._pausedReal=!1,this._paused=!1,this._muted=!1,this._media&&(this._media.context.off(\"refresh\",this.refresh,this),this._media.context.off(\"refreshPaused\",this.refreshPaused,this),this._media=null)},t.prototype.toString=function(){return\"[HTMLAudioInstance id=\"+this.id+\"]\"},t.PADDING=.1,t}(PIXI.utils.EventEmitter),HTMLAudioMedia=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return __extends(t,e),t.prototype.init=function(e){this.parent=e,this._source=e.options.source||new Audio,e.url&&(this._source.src=e.url)},t.prototype.create=function(){return new HTMLAudioInstance(this)},Object.defineProperty(t.prototype,\"isPlayable\",{get:function(){return!!this._source&&4===this._source.readyState},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"duration\",{get:function(){return this._source.duration},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"context\",{get:function(){return this.parent.context},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"filters\",{get:function(){return null},set:function(e){console.warn(\"HTML Audio does not support filters\")},enumerable:!0,configurable:!0}),t.prototype.destroy=function(){this.removeAllListeners(),this.parent=null,this._source&&(this._source.src=\"\",this._source.load(),this._source=null)},Object.defineProperty(t.prototype,\"source\",{get:function(){return this._source},enumerable:!0,configurable:!0}),t.prototype.load=function(e){var t=this._source,n=this.parent;if(4===t.readyState){n.isLoaded=!0;var o=n.autoPlayStart();return void(e&&setTimeout(function(){e(null,n,o)},0))}if(!n.url)return e(new Error(\"sound.url or sound.source must be set\"));t.src=n.url;var i=function(){t.removeEventListener(\"canplaythrough\",r),t.removeEventListener(\"load\",r),t.removeEventListener(\"abort\",s),t.removeEventListener(\"error\",u)},r=function(){i(),n.isLoaded=!0;var t=n.autoPlayStart();e&&e(null,n,t)},s=function(){i(),e&&e(new Error(\"Sound loading has been aborted\"))},u=function(){i();var n=\"Failed to load audio element (code: \"+t.error.code+\")\";e?e(new Error(n)):console.error(n)};t.addEventListener(\"canplaythrough\",r,!1),t.addEventListener(\"load\",r,!1),t.addEventListener(\"abort\",s,!1),t.addEventListener(\"error\",u,!1),t.load()},t}(PIXI.utils.EventEmitter),commonjsGlobal=\"undefined\"!=typeof window?window:\"undefined\"!=typeof global?global:\"undefined\"!=typeof self?self:{},promise=createCommonjsModule(function(e){!function(t){function n(){}function o(e,t){return function(){e.apply(t,arguments)}}function i(e){if(!(this instanceof i))throw new TypeError(\"Promises must be constructed via new\");if(\"function\"!=typeof e)throw new TypeError(\"not a function\");this._state=0,this._handled=!1,this._value=void 0,this._deferreds=[],l(e,this)}function r(e,t){for(;3===e._state;)e=e._value;if(0===e._state)return void e._deferreds.push(t);e._handled=!0,i._immediateFn(function(){var n=1===e._state?t.onFulfilled:t.onRejected;if(null===n)return void(1===e._state?s:u)(t.promise,e._value);var o;try{o=n(e._value)}catch(e){return void u(t.promise,e)}s(t.promise,o)})}function s(e,t){try{if(t===e)throw new TypeError(\"A promise cannot be resolved with itself.\");if(t&&(\"object\"==typeof t||\"function\"==typeof t)){var n=t.then;if(t instanceof i)return e._state=3,e._value=t,void a(e);if(\"function\"==typeof n)return void l(o(n,t),e)}e._state=1,e._value=t,a(e)}catch(t){u(e,t)}}function u(e,t){e._state=2,e._value=t,a(e)}function a(e){2===e._state&&0===e._deferreds.length&&i._immediateFn(function(){e._handled||i._unhandledRejectionFn(e._value)});for(var t=0,n=e._deferreds.length;t<n;t++)r(e,e._deferreds[t]);e._deferreds=null}function c(e,t,n){this.onFulfilled=\"function\"==typeof e?e:null,this.onRejected=\"function\"==typeof t?t:null,this.promise=n}function l(e,t){var n=!1;try{e(function(e){n||(n=!0,s(t,e))},function(e){n||(n=!0,u(t,e))})}catch(e){if(n)return;n=!0,u(t,e)}}var d=setTimeout;i.prototype.catch=function(e){return this.then(null,e)},i.prototype.then=function(e,t){var o=new this.constructor(n);return r(this,new c(e,t,o)),o},i.all=function(e){return new i(function(t,n){function o(e,s){try{if(s&&(\"object\"==typeof s||\"function\"==typeof s)){var u=s.then;if(\"function\"==typeof u)return void u.call(s,function(t){o(e,t)},n)}i[e]=s,0==--r&&t(i)}catch(e){n(e)}}if(!e||void 0===e.length)throw new TypeError(\"Promise.all accepts an array\");var i=Array.prototype.slice.call(e);if(0===i.length)return t([]);for(var r=i.length,s=0;s<i.length;s++)o(s,i[s])})},i.resolve=function(e){return e&&\"object\"==typeof e&&e.constructor===i?e:new i(function(t){t(e)})},i.reject=function(e){return new i(function(t,n){n(e)})},i.race=function(e){return new i(function(t,n){for(var o=0,i=e.length;o<i;o++)e[o].then(t,n)})},i._immediateFn=\"function\"==typeof setImmediate&&function(e){setImmediate(e)}||function(e){d(e,0)},i._unhandledRejectionFn=function(e){\"undefined\"!=typeof console&&console&&console.warn(\"Possible Unhandled Promise Rejection:\",e)},i._setImmediateFn=function(e){i._immediateFn=e},i._setUnhandledRejectionFn=function(e){i._unhandledRejectionFn=e},e.exports?e.exports=i:t.Promise||(t.Promise=i)}(commonjsGlobal)}),Filter=function(){function e(e,t){this.destination=e,this.source=t||e}return e.prototype.connect=function(e){this.source.connect(e)},e.prototype.disconnect=function(){this.source.disconnect()},e.prototype.destroy=function(){this.disconnect(),this.destination=null,this.source=null},e}(),WebAudioUtils=function(){function e(){}return e.setParamValue=function(e,t){if(e.setValueAtTime){var n=SoundLibrary.instance.context;e.setValueAtTime(t,n.audioContext.currentTime)}else e.value=t;return t},e}(),EqualizerFilter=function(e){function t(n,o,i,r,s,u,a,c,l,d){void 0===n&&(n=0),void 0===o&&(o=0),void 0===i&&(i=0),void 0===r&&(r=0),void 0===s&&(s=0),void 0===u&&(u=0),void 0===a&&(a=0),void 0===c&&(c=0),void 0===l&&(l=0),void 0===d&&(d=0);var p=this;if(SoundLibrary.instance.useLegacy)return void(p=e.call(this,null)||this);var h=[{f:t.F32,type:\"lowshelf\",gain:n},{f:t.F64,type:\"peaking\",gain:o},{f:t.F125,type:\"peaking\",gain:i},{f:t.F250,type:\"peaking\",gain:r},{f:t.F500,type:\"peaking\",gain:s},{f:t.F1K,type:\"peaking\",gain:u},{f:t.F2K,type:\"peaking\",gain:a},{f:t.F4K,type:\"peaking\",gain:c},{f:t.F8K,type:\"peaking\",gain:l},{f:t.F16K,type:\"highshelf\",gain:d}].map(function(e){var t=SoundLibrary.instance.context.audioContext.createBiquadFilter();return t.type=e.type,WebAudioUtils.setParamValue(t.gain,e.gain),WebAudioUtils.setParamValue(t.Q,1),WebAudioUtils.setParamValue(t.frequency,e.f),t});(p=e.call(this,h[0],h[h.length-1])||this).bands=h,p.bandsMap={};for(var f=0;f<p.bands.length;f++){var _=p.bands[f];f>0&&p.bands[f-1].connect(_),p.bandsMap[_.frequency.value]=_}return p}return __extends(t,e),t.prototype.setGain=function(e,t){if(void 0===t&&(t=0),!this.bandsMap[e])throw\"No band found for frequency \"+e;WebAudioUtils.setParamValue(this.bandsMap[e].gain,t)},t.prototype.getGain=function(e){if(!this.bandsMap[e])throw\"No band found for frequency \"+e;return this.bandsMap[e].gain.value},Object.defineProperty(t.prototype,\"f32\",{get:function(){return this.getGain(t.F32)},set:function(e){this.setGain(t.F32,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f64\",{get:function(){return this.getGain(t.F64)},set:function(e){this.setGain(t.F64,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f125\",{get:function(){return this.getGain(t.F125)},set:function(e){this.setGain(t.F125,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f250\",{get:function(){return this.getGain(t.F250)},set:function(e){this.setGain(t.F250,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f500\",{get:function(){return this.getGain(t.F500)},set:function(e){this.setGain(t.F500,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f1k\",{get:function(){return this.getGain(t.F1K)},set:function(e){this.setGain(t.F1K,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f2k\",{get:function(){return this.getGain(t.F2K)},set:function(e){this.setGain(t.F2K,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f4k\",{get:function(){return this.getGain(t.F4K)},set:function(e){this.setGain(t.F4K,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f8k\",{get:function(){return this.getGain(t.F8K)},set:function(e){this.setGain(t.F8K,e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"f16k\",{get:function(){return this.getGain(t.F16K)},set:function(e){this.setGain(t.F16K,e)},enumerable:!0,configurable:!0}),t.prototype.reset=function(){this.bands.forEach(function(e){WebAudioUtils.setParamValue(e.gain,0)})},t.prototype.destroy=function(){this.bands.forEach(function(e){e.disconnect()}),this.bands=null,this.bandsMap=null},t.F32=32,t.F64=64,t.F125=125,t.F250=250,t.F500=500,t.F1K=1e3,t.F2K=2e3,t.F4K=4e3,t.F8K=8e3,t.F16K=16e3,t}(Filter),DistortionFilter=function(e){function t(t){void 0===t&&(t=0);var n=this;if(SoundLibrary.instance.useLegacy)return void(n=e.call(this,null)||this);var o=SoundLibrary.instance.context.audioContext.createWaveShaper();return n=e.call(this,o)||this,n._distortion=o,n.amount=t,n}return __extends(t,e),Object.defineProperty(t.prototype,\"amount\",{get:function(){return this._amount},set:function(e){e*=1e3,this._amount=e;for(var t,n=new Float32Array(44100),o=Math.PI/180,i=0;i<44100;++i)t=2*i/44100-1,n[i]=(3+e)*t*20*o/(Math.PI+e*Math.abs(t));this._distortion.curve=n,this._distortion.oversample=\"4x\"},enumerable:!0,configurable:!0}),t.prototype.destroy=function(){this._distortion=null,e.prototype.destroy.call(this)},t}(Filter),StereoFilter=function(e){function t(t){void 0===t&&(t=0);var n=this;if(SoundLibrary.instance.useLegacy)return void(n=e.call(this,null)||this);var o,i,r,s=SoundLibrary.instance.context.audioContext;return s.createStereoPanner?r=o=s.createStereoPanner():((i=s.createPanner()).panningModel=\"equalpower\",r=i),n=e.call(this,r)||this,n._stereo=o,n._panner=i,n.pan=t,n}return __extends(t,e),Object.defineProperty(t.prototype,\"pan\",{get:function(){return this._pan},set:function(e){this._pan=e,this._stereo?WebAudioUtils.setParamValue(this._stereo.pan,e):this._panner.setPosition(e,0,1-Math.abs(e))},enumerable:!0,configurable:!0}),t.prototype.destroy=function(){e.prototype.destroy.call(this),this._stereo=null,this._panner=null},t}(Filter),ReverbFilter=function(e){function t(t,n,o){void 0===t&&(t=3),void 0===n&&(n=2),void 0===o&&(o=!1);var i=this;if(SoundLibrary.instance.useLegacy)return void(i=e.call(this,null)||this);var r=SoundLibrary.instance.context.audioContext.createConvolver();return i=e.call(this,r)||this,i._convolver=r,i._seconds=i._clamp(t,1,50),i._decay=i._clamp(n,0,100),i._reverse=o,i._rebuild(),i}return __extends(t,e),t.prototype._clamp=function(e,t,n){return Math.min(n,Math.max(t,e))},Object.defineProperty(t.prototype,\"seconds\",{get:function(){return this._seconds},set:function(e){this._seconds=this._clamp(e,1,50),this._rebuild()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"decay\",{get:function(){return this._decay},set:function(e){this._decay=this._clamp(e,0,100),this._rebuild()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"reverse\",{get:function(){return this._reverse},set:function(e){this._reverse=e,this._rebuild()},enumerable:!0,configurable:!0}),t.prototype._rebuild=function(){for(var e,t=SoundLibrary.instance.context.audioContext,n=t.sampleRate,o=n*this._seconds,i=t.createBuffer(2,o,n),r=i.getChannelData(0),s=i.getChannelData(1),u=0;u<o;u++)e=this._reverse?o-u:u,r[u]=(2*Math.random()-1)*Math.pow(1-e/o,this._decay),s[u]=(2*Math.random()-1)*Math.pow(1-e/o,this._decay);this._convolver.buffer=i},t.prototype.destroy=function(){this._convolver=null,e.prototype.destroy.call(this)},t}(Filter),MonoFilter=function(e){function t(){var t=this;SoundLibrary.instance.useLegacy&&(t=e.call(this,null)||this);var n=SoundLibrary.instance.context.audioContext,o=n.createChannelSplitter(),i=n.createChannelMerger();return i.connect(o),t=e.call(this,i,o)||this,t._merger=i,t}return __extends(t,e),t.prototype.destroy=function(){this._merger.disconnect(),this._merger=null,e.prototype.destroy.call(this)},t}(Filter),TelephoneFilter=function(e){function t(){if(SoundLibrary.instance.useLegacy)return void(e.call(this,null)||this);var t=SoundLibrary.instance.context.audioContext,n=t.createBiquadFilter(),o=t.createBiquadFilter(),i=t.createBiquadFilter(),r=t.createBiquadFilter();return n.type=\"lowpass\",WebAudioUtils.setParamValue(n.frequency,2e3),o.type=\"lowpass\",WebAudioUtils.setParamValue(o.frequency,2e3),i.type=\"highpass\",WebAudioUtils.setParamValue(i.frequency,500),r.type=\"highpass\",WebAudioUtils.setParamValue(r.frequency,500),n.connect(o),o.connect(i),i.connect(r),e.call(this,n,r)||this}return __extends(t,e),t}(Filter),filters=Object.freeze({Filter:Filter,EqualizerFilter:EqualizerFilter,DistortionFilter:DistortionFilter,StereoFilter:StereoFilter,ReverbFilter:ReverbFilter,MonoFilter:MonoFilter,TelephoneFilter:TelephoneFilter}),HTMLAudioContext=function(e){function t(){var t=e.call(this)||this;return t.speed=1,t.volume=1,t.muted=!1,t.paused=!1,t}return __extends(t,e),t.prototype.refresh=function(){this.emit(\"refresh\")},t.prototype.refreshPaused=function(){this.emit(\"refreshPaused\")},Object.defineProperty(t.prototype,\"filters\",{get:function(){return console.warn(\"HTML Audio does not support filters\"),null},set:function(e){console.warn(\"HTML Audio does not support filters\")},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"audioContext\",{get:function(){return console.warn(\"HTML Audio does not support audioContext\"),null},enumerable:!0,configurable:!0}),t.prototype.toggleMute=function(){return this.muted=!this.muted,this.refresh(),this.muted},t.prototype.togglePause=function(){return this.paused=!this.paused,this.refreshPaused(),this.paused},t.prototype.destroy=function(){this.removeAllListeners()},t}(PIXI.utils.EventEmitter),htmlaudio=Object.freeze({HTMLAudioMedia:HTMLAudioMedia,HTMLAudioInstance:HTMLAudioInstance,HTMLAudioContext:HTMLAudioContext}),id$1=0,WebAudioInstance=function(e){function t(t){var n=e.call(this)||this;return n.id=id$1++,n._media=null,n._paused=!1,n._muted=!1,n._elapsed=0,n._updateListener=n._update.bind(n),n.init(t),n}return __extends(t,e),t.prototype.stop=function(){this._source&&(this._internalStop(),this.emit(\"stop\"))},Object.defineProperty(t.prototype,\"speed\",{get:function(){return this._speed},set:function(e){this._speed=e,this.refresh(),this._update(!0)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"volume\",{get:function(){return this._volume},set:function(e){this._volume=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"muted\",{get:function(){return this._muted},set:function(e){this._muted=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"loop\",{get:function(){return this._loop},set:function(e){this._loop=e,this.refresh()},enumerable:!0,configurable:!0}),t.prototype.refresh=function(){var e=this._media.context,t=this._media.parent;this._source.loop=this._loop||t.loop;var n=e.volume*(e.muted?0:1),o=t.volume*(t.muted?0:1),i=this._volume*(this._muted?0:1);WebAudioUtils.setParamValue(this._gain.gain,i*o*n),WebAudioUtils.setParamValue(this._source.playbackRate,this._speed*t.speed*e.speed)},t.prototype.refreshPaused=function(){var e=this._media.context,t=this._media.parent,n=this._paused||t.paused||e.paused;n!==this._pausedReal&&(this._pausedReal=n,n?(this._internalStop(),this.emit(\"paused\")):(this.emit(\"resumed\"),this.play({start:this._elapsed%this._duration,end:this._end,speed:this._speed,loop:this._loop,volume:this._volume})),this.emit(\"pause\",n))},t.prototype.play=function(e){var t=e.start,n=e.end,o=e.speed,i=e.loop,r=e.volume,s=e.muted;n&&console.assert(n>t,\"End time is before start time\"),this._paused=!1;var u=this._media.nodes.cloneBufferSource(),a=u.source,c=u.gain;this._source=a,this._gain=c,this._speed=o,this._volume=r,this._loop=!!i,this._muted=s,this.refresh(),this.loop&&null!==n&&(console.warn('Looping not support when specifying an \"end\" time'),this.loop=!1),this._end=n;var l=this._source.buffer.duration;this._duration=l,this._lastUpdate=this._now(),this._elapsed=t,this._source.onended=this._onComplete.bind(this),n?this._source.start(0,t,n-t):this._source.start(0,t),this.emit(\"start\"),this._update(!0),this._enabled=!0},t.prototype._toSec=function(e){return e>10&&(e/=1e3),e||0},Object.defineProperty(t.prototype,\"_enabled\",{set:function(e){var t=this._media.nodes.script;t.removeEventListener(\"audioprocess\",this._updateListener),e&&t.addEventListener(\"audioprocess\",this._updateListener)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"progress\",{get:function(){return this._progress},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"paused\",{get:function(){return this._paused},set:function(e){this._paused=e,this.refreshPaused()},enumerable:!0,configurable:!0}),t.prototype.destroy=function(){this.removeAllListeners(),this._internalStop(),this._source&&(this._source.disconnect(),this._source=null),this._gain&&(this._gain.disconnect(),this._gain=null),this._media&&(this._media.context.events.off(\"refresh\",this.refresh,this),this._media.context.events.off(\"refreshPaused\",this.refreshPaused,this),this._media=null),this._end=null,this._speed=1,this._volume=1,this._loop=!1,this._elapsed=0,this._duration=0,this._paused=!1,this._muted=!1,this._pausedReal=!1},t.prototype.toString=function(){return\"[WebAudioInstance id=\"+this.id+\"]\"},t.prototype._now=function(){return this._media.context.audioContext.currentTime},t.prototype._update=function(e){if(void 0===e&&(e=!1),this._source){var t=this._now(),n=t-this._lastUpdate;if(n>0||e){var o=this._source.playbackRate.value;this._elapsed+=n*o,this._lastUpdate=t;var i=this._duration,r=this._elapsed%i/i;this._progress=r,this.emit(\"progress\",this._progress,i)}}},t.prototype.init=function(e){this._media=e,e.context.events.on(\"refresh\",this.refresh,this),e.context.events.on(\"refreshPaused\",this.refreshPaused,this)},t.prototype._internalStop=function(){this._source&&(this._enabled=!1,this._source.onended=null,this._source.stop(0),this._source=null)},t.prototype._onComplete=function(){this._source&&(this._enabled=!1,this._source.onended=null),this._source=null,this._progress=1,this.emit(\"progress\",1,this._duration),this.emit(\"end\",this)},t}(PIXI.utils.EventEmitter),WebAudioNodes=function(e){function t(n){var o=this,i=n.audioContext,r=i.createBufferSource(),s=i.createScriptProcessor(t.BUFFER_SIZE),u=i.createGain(),a=i.createAnalyser();return r.connect(a),a.connect(u),u.connect(n.destination),s.connect(n.destination),o=e.call(this,a,u)||this,o.context=n,o.bufferSource=r,o.script=s,o.gain=u,o.analyser=a,o}return __extends(t,e),t.prototype.destroy=function(){e.prototype.destroy.call(this),this.bufferSource.disconnect(),this.script.disconnect(),this.gain.disconnect(),this.analyser.disconnect(),this.bufferSource=null,this.script=null,this.gain=null,this.analyser=null,this.context=null},t.prototype.cloneBufferSource=function(){var e=this.bufferSource,t=this.context.audioContext.createBufferSource();t.buffer=e.buffer,WebAudioUtils.setParamValue(t.playbackRate,e.playbackRate.value),t.loop=e.loop;var n=this.context.audioContext.createGain();return t.connect(n),n.connect(this.destination),{source:t,gain:n}},t.BUFFER_SIZE=256,t}(Filterable),WebAudioMedia=function(){function e(){}return e.prototype.init=function(e){this.parent=e,this._nodes=new WebAudioNodes(this.context),this._source=this._nodes.bufferSource,this.source=e.options.source},e.prototype.destroy=function(){this.parent=null,this._nodes.destroy(),this._nodes=null,this._source=null,this.source=null},e.prototype.create=function(){return new WebAudioInstance(this)},Object.defineProperty(e.prototype,\"context\",{get:function(){return this.parent.context},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"isPlayable\",{get:function(){return!!this._source&&!!this._source.buffer},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"filters\",{get:function(){return this._nodes.filters},set:function(e){this._nodes.filters=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"duration\",{get:function(){return console.assert(this.isPlayable,\"Sound not yet playable, no duration\"),this._source.buffer.duration},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"buffer\",{get:function(){return this._source.buffer},set:function(e){this._source.buffer=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"nodes\",{get:function(){return this._nodes},enumerable:!0,configurable:!0}),e.prototype.load=function(e){this.source?this._decode(this.source,e):this.parent.url?this._loadUrl(e):e?e(new Error(\"sound.url or sound.source must be set\")):console.error(\"sound.url or sound.source must be set\")},e.prototype._loadUrl=function(e){var t=this,n=new XMLHttpRequest,o=this.parent.url;n.open(\"GET\",o,!0),n.responseType=\"arraybuffer\",n.onload=function(){t.source=n.response,t._decode(n.response,e)},n.send()},e.prototype._decode=function(e,t){var n=this;this.parent.context.decode(e,function(e,o){if(e)t&&t(e);else{n.parent.isLoaded=!0,n.buffer=o;var i=n.parent.autoPlayStart();t&&t(null,n.parent,i)}})},e}(),SoundUtils=function(){function e(){}return e.resolveUrl=function(t){var n=e.FORMAT_PATTERN,o=\"string\"==typeof t?t:t.url;if(n.test(o)){for(var i=n.exec(o),r=i[2].split(\",\"),s=r[r.length-1],u=0,a=r.length;u<a;u++){var c=r[u];if(e.supported[c]){s=c;break}}var l=o.replace(i[1],s);return\"string\"!=typeof t&&(t.extension=s,t.url=l),l}return o},e.sineTone=function(e,t){void 0===e&&(e=200),void 0===t&&(t=1);var n=Sound.from({singleInstance:!0});if(!(n.media instanceof WebAudioMedia))return n;for(var o=n.media,i=n.context.audioContext.createBuffer(1,48e3*t,48e3),r=i.getChannelData(0),s=0;s<r.length;s++){var u=e*(s/i.sampleRate)*Math.PI;r[s]=2*Math.sin(u)}return o.buffer=i,n.isLoaded=!0,n},e.render=function(e,t){var n=document.createElement(\"canvas\");t=Object.assign({width:512,height:128,fill:\"black\"},t||{}),n.width=t.width,n.height=t.height;var o=PIXI.BaseTexture.fromCanvas(n);if(!(e.media instanceof WebAudioMedia))return o;var i=e.media;console.assert(!!i.buffer,\"No buffer found, load first\");var r=n.getContext(\"2d\");r.fillStyle=t.fill;for(var s=i.buffer.getChannelData(0),u=Math.ceil(s.length/t.width),a=t.height/2,c=0;c<t.width;c++){for(var l=1,d=-1,p=0;p<u;p++){var h=s[c*u+p];h<l&&(l=h),h>d&&(d=h)}r.fillRect(c,(1+l)*a,1,Math.max(1,(d-l)*a))}return o},e.playOnce=function(t,n){var o=\"alias\"+e.PLAY_ID++;return SoundLibrary.instance.add(o,{url:t,preload:!0,autoPlay:!0,loaded:function(e){e&&(console.error(e),SoundLibrary.instance.remove(o),n&&n(e))},complete:function(){SoundLibrary.instance.remove(o),n&&n(null)}}),o},e.PLAY_ID=0,e.FORMAT_PATTERN=/\\.(\\{([^\\}]+)\\})(\\?.*)?$/,e.extensions=[\"mp3\",\"ogg\",\"oga\",\"opus\",\"mpeg\",\"wav\",\"m4a\",\"mp4\",\"aiff\",\"wma\",\"mid\"],e.supported=function(){var t={m4a:\"mp4\",oga:\"ogg\"},n=document.createElement(\"audio\"),o={};return e.extensions.forEach(function(e){var i=t[e]||e,r=n.canPlayType(\"audio/\"+e).replace(/^no$/,\"\"),s=n.canPlayType(\"audio/\"+i).replace(/^no$/,\"\");o[e]=!!r||!!s}),Object.freeze(o)}(),e}(),Loader=function(e){function t(t,n){var o=e.call(this,t,n)||this;return o.use(LoaderMiddleware.plugin),o.pre(LoaderMiddleware.resolve),o}return __extends(t,e),t.addPixiMiddleware=function(t){e.addPixiMiddleware.call(this,t)},t}(PIXI.loaders.Loader),LoaderMiddleware=function(){function e(){}return e.install=function(t){e._sound=t,e.legacy=t.useLegacy,PIXI.loaders.Loader=Loader,PIXI.loader.use(e.plugin),PIXI.loader.pre(e.resolve)},Object.defineProperty(e,\"legacy\",{set:function(e){var t=PIXI.loaders.Resource,n=SoundUtils.extensions;e?n.forEach(function(e){t.setExtensionXhrType(e,t.XHR_RESPONSE_TYPE.DEFAULT),t.setExtensionLoadType(e,t.LOAD_TYPE.AUDIO)}):n.forEach(function(e){t.setExtensionXhrType(e,t.XHR_RESPONSE_TYPE.BUFFER),t.setExtensionLoadType(e,t.LOAD_TYPE.XHR)})},enumerable:!0,configurable:!0}),e.resolve=function(e,t){SoundUtils.resolveUrl(e),t()},e.plugin=function(t,n){t.data&&SoundUtils.extensions.indexOf(t.extension)>-1?t.sound=e._sound.add(t.name,{loaded:n,preload:!0,url:t.url,source:t.data}):n()},e}(),SoundSprite=function(){function e(e,t){this.parent=e,Object.assign(this,t),this.duration=this.end-this.start,console.assert(this.duration>0,\"End time must be after start time\")}return e.prototype.play=function(e){return this.parent.play(Object.assign({complete:e,speed:this.speed||this.parent.speed,end:this.end,start:this.start}))},e.prototype.destroy=function(){this.parent=null},e}(),WebAudioContext=function(e){function t(){var n=this,o=new t.AudioContext,i=o.createDynamicsCompressor(),r=o.createAnalyser();return r.connect(i),i.connect(o.destination),n=e.call(this,r,i)||this,n._ctx=o,n._offlineCtx=new t.OfflineAudioContext(1,2,o.sampleRate),n._unlocked=!1,n.compressor=i,n.analyser=r,n.events=new PIXI.utils.EventEmitter,n.volume=1,n.speed=1,n.muted=!1,n.paused=!1,\"running\"!==o.state&&(n._unlock(),n._unlock=n._unlock.bind(n),document.addEventListener(\"mousedown\",n._unlock,!0),document.addEventListener(\"touchstart\",n._unlock,!0),document.addEventListener(\"touchend\",n._unlock,!0)),n}return __extends(t,e),t.prototype._unlock=function(){this._unlocked||(this.playEmptySound(),\"running\"===this._ctx.state&&(document.removeEventListener(\"mousedown\",this._unlock,!0),document.removeEventListener(\"touchend\",this._unlock,!0),document.removeEventListener(\"touchstart\",this._unlock,!0),this._unlocked=!0))},t.prototype.playEmptySound=function(){var e=this._ctx.createBufferSource();e.buffer=this._ctx.createBuffer(1,1,22050),e.connect(this._ctx.destination),e.start(0,0,0),\"suspended\"===e.context.state&&e.context.resume()},Object.defineProperty(t,\"AudioContext\",{get:function(){var e=window;return e.AudioContext||e.webkitAudioContext||null},enumerable:!0,configurable:!0}),Object.defineProperty(t,\"OfflineAudioContext\",{get:function(){var e=window;return e.OfflineAudioContext||e.webkitOfflineAudioContext||null},enumerable:!0,configurable:!0}),t.prototype.destroy=function(){e.prototype.destroy.call(this);var t=this._ctx;void 0!==t.close&&t.close(),this.events.removeAllListeners(),this.analyser.disconnect(),this.compressor.disconnect(),this.analyser=null,this.compressor=null,this.events=null,this._offlineCtx=null,this._ctx=null},Object.defineProperty(t.prototype,\"audioContext\",{get:function(){return this._ctx},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"offlineContext\",{get:function(){return this._offlineCtx},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,\"paused\",{get:function(){return this._paused},set:function(e){e&&\"running\"===this._ctx.state?this._ctx.suspend():e||\"suspended\"!==this._ctx.state||this._ctx.resume(),this._paused=e},enumerable:!0,configurable:!0}),t.prototype.refresh=function(){this.events.emit(\"refresh\")},t.prototype.refreshPaused=function(){this.events.emit(\"refreshPaused\")},t.prototype.toggleMute=function(){return this.muted=!this.muted,this.refresh(),this.muted},t.prototype.togglePause=function(){return this.paused=!this.paused,this.refreshPaused(),this._paused},t.prototype.decode=function(e,t){this._offlineCtx.decodeAudioData(e,function(e){t(null,e)},function(){t(new Error(\"Unable to decode file\"))})},t}(Filterable),webaudio=Object.freeze({WebAudioMedia:WebAudioMedia,WebAudioInstance:WebAudioInstance,WebAudioNodes:WebAudioNodes,WebAudioContext:WebAudioContext,WebAudioUtils:WebAudioUtils}),SoundLibrary=function(){function e(){this.init()}return e.prototype.init=function(){return this.supported&&(this._webAudioContext=new WebAudioContext),this._htmlAudioContext=new HTMLAudioContext,this._sounds={},this.useLegacy=!this.supported,this},Object.defineProperty(e.prototype,\"context\",{get:function(){return this._context},enumerable:!0,configurable:!0}),e.init=function(){if(e.instance)throw new Error(\"SoundLibrary is already created\");var t=e.instance=new e;\"undefined\"==typeof Promise&&(window.Promise=promise),void 0!==PIXI.loaders&&LoaderMiddleware.install(t),void 0===window.__pixiSound&&delete window.__pixiSound;var n=PIXI;return n.sound||(Object.defineProperty(n,\"sound\",{get:function(){return t}}),Object.defineProperties(t,{filters:{get:function(){return filters}},htmlaudio:{get:function(){return htmlaudio}},webaudio:{get:function(){return webaudio}},utils:{get:function(){return SoundUtils}},Sound:{get:function(){return Sound}},SoundSprite:{get:function(){return SoundSprite}},Filterable:{get:function(){return Filterable}},SoundLibrary:{get:function(){return e}}})),t},Object.defineProperty(e.prototype,\"filtersAll\",{get:function(){return this.useLegacy?[]:this._context.filters},set:function(e){this.useLegacy||(this._context.filters=e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"supported\",{get:function(){return null!==WebAudioContext.AudioContext},enumerable:!0,configurable:!0}),e.prototype.add=function(e,t){if(\"object\"==typeof e){var n={};for(var o in e){i=this._getOptions(e[o],t);n[o]=this.add(o,i)}return n}if(\"string\"==typeof e){if(console.assert(!this._sounds[e],\"Sound with alias \"+e+\" already exists.\"),t instanceof Sound)return this._sounds[e]=t,t;var i=this._getOptions(t),r=Sound.from(i);return this._sounds[e]=r,r}},e.prototype._getOptions=function(e,t){var n;return n=\"string\"==typeof e?{url:e}:e instanceof ArrayBuffer||e instanceof HTMLAudioElement?{source:e}:e,Object.assign(n,t||{})},Object.defineProperty(e.prototype,\"useLegacy\",{get:function(){return this._useLegacy},set:function(e){LoaderMiddleware.legacy=e,this._useLegacy=e,!e&&this.supported?this._context=this._webAudioContext:this._context=this._htmlAudioContext},enumerable:!0,configurable:!0}),e.prototype.remove=function(e){return this.exists(e,!0),this._sounds[e].destroy(),delete this._sounds[e],this},Object.defineProperty(e.prototype,\"volumeAll\",{get:function(){return this._context.volume},set:function(e){this._context.volume=e,this._context.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"speedAll\",{get:function(){return this._context.speed},set:function(e){this._context.speed=e,this._context.refresh()},enumerable:!0,configurable:!0}),e.prototype.togglePauseAll=function(){return this._context.togglePause()},e.prototype.pauseAll=function(){return this._context.paused=!0,this._context.refresh(),this},e.prototype.resumeAll=function(){return this._context.paused=!1,this._context.refresh(),this},e.prototype.toggleMuteAll=function(){return this._context.toggleMute()},e.prototype.muteAll=function(){return this._context.muted=!0,this._context.refresh(),this},e.prototype.unmuteAll=function(){return this._context.muted=!1,this._context.refresh(),this},e.prototype.removeAll=function(){for(var e in this._sounds)this._sounds[e].destroy(),delete this._sounds[e];return this},e.prototype.stopAll=function(){for(var e in this._sounds)this._sounds[e].stop();return this},e.prototype.exists=function(e,t){void 0===t&&(t=!1);var n=!!this._sounds[e];return t&&console.assert(n,\"No sound matching alias '\"+e+\"'.\"),n},e.prototype.find=function(e){return this.exists(e,!0),this._sounds[e]},e.prototype.play=function(e,t){return this.find(e).play(t)},e.prototype.stop=function(e){return this.find(e).stop()},e.prototype.pause=function(e){return this.find(e).pause()},e.prototype.resume=function(e){return this.find(e).resume()},e.prototype.volume=function(e,t){var n=this.find(e);return void 0!==t&&(n.volume=t),n.volume},e.prototype.speed=function(e,t){var n=this.find(e);return void 0!==t&&(n.speed=t),n.speed},e.prototype.duration=function(e){return this.find(e).duration},e.prototype.close=function(){return this.removeAll(),this._sounds=null,this._webAudioContext&&(this._webAudioContext.destroy(),this._webAudioContext=null),this._htmlAudioContext&&(this._htmlAudioContext.destroy(),this._htmlAudioContext=null),this._context=null,this},e}(),Sound=function(){function e(e,t){this.media=e,this.options=t,this._instances=[],this._sprites={},this.media.init(this);var n=t.complete;this._autoPlayOptions=n?{complete:n}:null,this.isLoaded=!1,this.isPlaying=!1,this.autoPlay=t.autoPlay,this.singleInstance=t.singleInstance,this.preload=t.preload||this.autoPlay,this.url=t.url,this.speed=t.speed,this.volume=t.volume,this.loop=t.loop,t.sprites&&this.addSprites(t.sprites),this.preload&&this._preload(t.loaded)}return e.from=function(t){var n={};return\"string\"==typeof t?n.url=t:t instanceof ArrayBuffer||t instanceof HTMLAudioElement?n.source=t:n=t,(n=Object.assign({autoPlay:!1,singleInstance:!1,url:null,source:null,preload:!1,volume:1,speed:1,complete:null,loaded:null,loop:!1},n)).url&&(n.url=SoundUtils.resolveUrl(n.url)),Object.freeze(n),new e(SoundLibrary.instance.useLegacy?new HTMLAudioMedia:new WebAudioMedia,n)},Object.defineProperty(e.prototype,\"context\",{get:function(){return SoundLibrary.instance.context},enumerable:!0,configurable:!0}),e.prototype.pause=function(){return this.isPlaying=!1,this.paused=!0,this},e.prototype.resume=function(){return this.isPlaying=this._instances.length>0,this.paused=!1,this},Object.defineProperty(e.prototype,\"paused\",{get:function(){return this._paused},set:function(e){this._paused=e,this.refreshPaused()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"speed\",{get:function(){return this._speed},set:function(e){this._speed=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"filters\",{get:function(){return this.media.filters},set:function(e){this.media.filters=e},enumerable:!0,configurable:!0}),e.prototype.addSprites=function(e,t){if(\"object\"==typeof e){var n={};for(var o in e)n[o]=this.addSprites(o,e[o]);return n}if(\"string\"==typeof e){console.assert(!this._sprites[e],\"Alias \"+e+\" is already taken\");var i=new SoundSprite(this,t);return this._sprites[e]=i,i}},e.prototype.destroy=function(){this._removeInstances(),this.removeSprites(),this.media.destroy(),this.media=null,this._sprites=null,this._instances=null},e.prototype.removeSprites=function(e){if(e){var t=this._sprites[e];void 0!==t&&(t.destroy(),delete this._sprites[e])}else for(var n in this._sprites)this.removeSprites(n);return this},Object.defineProperty(e.prototype,\"isPlayable\",{get:function(){return this.isLoaded&&this.media&&this.media.isPlayable},enumerable:!0,configurable:!0}),e.prototype.stop=function(){if(!this.isPlayable)return this.autoPlay=!1,this._autoPlayOptions=null,this;this.isPlaying=!1;for(var e=this._instances.length-1;e>=0;e--)this._instances[e].stop();return this},e.prototype.play=function(e,t){var n,o=this;if(\"string\"==typeof e?n={sprite:r=e,complete:t}:\"function\"==typeof e?(n={}).complete=e:n=e,(n=Object.assign({complete:null,loaded:null,sprite:null,end:null,start:0,volume:1,speed:1,muted:!1,loop:!1},n||{})).sprite){var i=n.sprite;console.assert(!!this._sprites[i],\"Alias \"+i+\" is not available\");var r=this._sprites[i];n.start=r.start,n.end=r.end,n.speed=r.speed||1,delete n.sprite}if(n.offset&&(n.start=n.offset),!this.isLoaded)return new Promise(function(e,t){o.autoPlay=!0,o._autoPlayOptions=n,o._preload(function(o,i,r){o?t(o):(n.loaded&&n.loaded(o,i,r),e(r))})});this.singleInstance&&this._removeInstances();var s=this._createInstance();return this._instances.push(s),this.isPlaying=!0,s.once(\"end\",function(){n.complete&&n.complete(o),o._onComplete(s)}),s.once(\"stop\",function(){o._onComplete(s)}),s.play(n),s},e.prototype.refresh=function(){for(var e=this._instances.length,t=0;t<e;t++)this._instances[t].refresh()},e.prototype.refreshPaused=function(){for(var e=this._instances.length,t=0;t<e;t++)this._instances[t].refreshPaused()},Object.defineProperty(e.prototype,\"volume\",{get:function(){return this._volume},set:function(e){this._volume=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"muted\",{get:function(){return this._muted},set:function(e){this._muted=e,this.refresh()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"loop\",{get:function(){return this._loop},set:function(e){this._loop=e,this.refresh()},enumerable:!0,configurable:!0}),e.prototype._preload=function(e){this.media.load(e)},Object.defineProperty(e.prototype,\"instances\",{get:function(){return this._instances},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"sprites\",{get:function(){return this._sprites},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,\"duration\",{get:function(){return this.media.duration},enumerable:!0,configurable:!0}),e.prototype.autoPlayStart=function(){var e;return this.autoPlay&&(e=this.play(this._autoPlayOptions)),e},e.prototype._removeInstances=function(){for(var e=this._instances.length-1;e>=0;e--)this._poolInstance(this._instances[e]);this._instances.length=0},e.prototype._onComplete=function(e){if(this._instances){var t=this._instances.indexOf(e);t>-1&&this._instances.splice(t,1),this.isPlaying=this._instances.length>0}this._poolInstance(e)},e.prototype._createInstance=function(){if(e._pool.length>0){var t=e._pool.pop();return t.init(this.media),t}return this.media.create()},e.prototype._poolInstance=function(t){t.destroy(),e._pool.indexOf(t)<0&&e._pool.push(t)},e._pool=[],e}(),sound=SoundLibrary.init();\n//# sourceMappingURL=pixi-sound.es.js.map\n\n/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../webpack/buildin/global.js */ \"./node_modules/webpack/buildin/global.js\"), __webpack_require__(/*! ./../../timers-browserify/main.js */ \"./node_modules/timers-browserify/main.js\").setImmediate))\n\n//# sourceURL=webpack:///./node_modules/pixi-sound/dist/pixi-sound.es.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/accessibility/AccessibilityManager.js":
/*!************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/accessibility/AccessibilityManager.js ***!
  \************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _core = __webpack_require__(/*! ../core */ \"./node_modules/pixi.js/lib/core/index.js\");\n\nvar core = _interopRequireWildcard(_core);\n\nvar _ismobilejs = __webpack_require__(/*! ismobilejs */ \"./node_modules/ismobilejs/isMobile.js\");\n\nvar _ismobilejs2 = _interopRequireDefault(_ismobilejs);\n\nvar _accessibleTarget = __webpack_require__(/*! ./accessibleTarget */ \"./node_modules/pixi.js/lib/accessibility/accessibleTarget.js\");\n\nvar _accessibleTarget2 = _interopRequireDefault(_accessibleTarget);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// add some extra variables to the container..\ncore.utils.mixins.delayMixin(core.DisplayObject.prototype, _accessibleTarget2.default);\n\nvar KEY_CODE_TAB = 9;\n\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\n\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen\n * readers. This is very important as it can possibly help people with disabilities access pixi\n * content.\n *\n * Much like interaction any DisplayObject can be made accessible. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at renderer.plugins.accessibility\n *\n * @class\n * @memberof PIXI.accessibility\n */\n\nvar AccessibilityManager = function () {\n    /**\n     * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer\n     */\n    function AccessibilityManager(renderer) {\n        _classCallCheck(this, AccessibilityManager);\n\n        if ((_ismobilejs2.default.tablet || _ismobilejs2.default.phone) && !navigator.isCocoonJS) {\n            this.createTouchHook();\n        }\n\n        // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n        var div = document.createElement('div');\n\n        div.style.width = DIV_TOUCH_SIZE + 'px';\n        div.style.height = DIV_TOUCH_SIZE + 'px';\n        div.style.position = 'absolute';\n        div.style.top = DIV_TOUCH_POS_X + 'px';\n        div.style.left = DIV_TOUCH_POS_Y + 'px';\n        div.style.zIndex = DIV_TOUCH_ZINDEX;\n\n        /**\n         * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go.\n         *\n         * @type {HTMLElement}\n         * @private\n         */\n        this.div = div;\n\n        /**\n         * A simple pool for storing divs.\n         *\n         * @type {*}\n         * @private\n         */\n        this.pool = [];\n\n        /**\n         * This is a tick used to check if an object is no longer being rendered.\n         *\n         * @type {Number}\n         * @private\n         */\n        this.renderId = 0;\n\n        /**\n         * Setting this to true will visually show the divs.\n         *\n         * @type {boolean}\n         */\n        this.debug = false;\n\n        /**\n         * The renderer this accessibility manager works for.\n         *\n         * @member {PIXI.SystemRenderer}\n         */\n        this.renderer = renderer;\n\n        /**\n         * The array of currently active accessible items.\n         *\n         * @member {Array<*>}\n         * @private\n         */\n        this.children = [];\n\n        /**\n         * pre-bind the functions\n         *\n         * @private\n         */\n        this._onKeyDown = this._onKeyDown.bind(this);\n        this._onMouseMove = this._onMouseMove.bind(this);\n\n        /**\n         * stores the state of the manager. If there are no accessible objects or the mouse is moving, this will be false.\n         *\n         * @member {Array<*>}\n         * @private\n         */\n        this.isActive = false;\n        this.isMobileAccessabillity = false;\n\n        // let listen for tab.. once pressed we can fire up and show the accessibility layer\n        window.addEventListener('keydown', this._onKeyDown, false);\n    }\n\n    /**\n     * Creates the touch hooks.\n     *\n     */\n\n\n    AccessibilityManager.prototype.createTouchHook = function createTouchHook() {\n        var _this = this;\n\n        var hookDiv = document.createElement('button');\n\n        hookDiv.style.width = DIV_HOOK_SIZE + 'px';\n        hookDiv.style.height = DIV_HOOK_SIZE + 'px';\n        hookDiv.style.position = 'absolute';\n        hookDiv.style.top = DIV_HOOK_POS_X + 'px';\n        hookDiv.style.left = DIV_HOOK_POS_Y + 'px';\n        hookDiv.style.zIndex = DIV_HOOK_ZINDEX;\n        hookDiv.style.backgroundColor = '#FF0000';\n        hookDiv.title = 'HOOK DIV';\n\n        hookDiv.addEventListener('focus', function () {\n            _this.isMobileAccessabillity = true;\n            _this.activate();\n            document.body.removeChild(hookDiv);\n        });\n\n        document.body.appendChild(hookDiv);\n    };\n\n    /**\n     * Activating will cause the Accessibility layer to be shown. This is called when a user\n     * preses the tab key.\n     *\n     * @private\n     */\n\n\n    AccessibilityManager.prototype.activate = function activate() {\n        if (this.isActive) {\n            return;\n        }\n\n        this.isActive = true;\n\n        window.document.addEventListener('mousemove', this._onMouseMove, true);\n        window.removeEventListener('keydown', this._onKeyDown, false);\n\n        this.renderer.on('postrender', this.update, this);\n\n        if (this.renderer.view.parentNode) {\n            this.renderer.view.parentNode.appendChild(this.div);\n        }\n    };\n\n    /**\n     * Deactivating will cause the Accessibility layer to be hidden. This is called when a user moves\n     * the mouse.\n     *\n     * @private\n     */\n\n\n    AccessibilityManager.prototype.deactivate = function deactivate() {\n        if (!this.isActive || this.isMobileAccessabillity) {\n            return;\n        }\n\n        this.isActive = false;\n\n        window.document.removeEventListener('mousemove', this._onMouseMove);\n        window.addEventListener('keydown', this._onKeyDown, false);\n\n        this.renderer.off('postrender', this.update);\n\n        if (this.div.parentNode) {\n            this.div.parentNode.removeChild(this.div);\n        }\n    };\n\n    /**\n     * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n     *\n     * @private\n     * @param {PIXI.Container} displayObject - The DisplayObject to check.\n     */\n\n\n    AccessibilityManager.prototype.updateAccessibleObjects = function updateAccessibleObjects(displayObject) {\n        if (!displayObject.visible) {\n            return;\n        }\n\n        if (displayObject.accessible && displayObject.interactive) {\n            if (!displayObject._accessibleActive) {\n                this.addChild(displayObject);\n            }\n\n            displayObject.renderId = this.renderId;\n        }\n\n        var children = displayObject.children;\n\n        for (var i = 0; i < children.length; i++) {\n            this.updateAccessibleObjects(children[i]);\n        }\n    };\n\n    /**\n     * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n     *\n     * @private\n     */\n\n\n    AccessibilityManager.prototype.update = function update() {\n        if (!this.renderer.renderingToScreen) {\n            return;\n        }\n\n        // update children...\n        this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n\n        var rect = this.renderer.view.getBoundingClientRect();\n        var sx = rect.width / this.renderer.width;\n        var sy = rect.height / this.renderer.height;\n\n        var div = this.div;\n\n        div.style.left = rect.left + 'px';\n        div.style.top = rect.top + 'px';\n        div.style.width = this.renderer.width + 'px';\n        div.style.height = this.renderer.height + 'px';\n\n        for (var i = 0; i < this.children.length; i++) {\n            var child = this.children[i];\n\n            if (child.renderId !== this.renderId) {\n                child._accessibleActive = false;\n\n                core.utils.removeItems(this.children, i, 1);\n                this.div.removeChild(child._accessibleDiv);\n                this.pool.push(child._accessibleDiv);\n                child._accessibleDiv = null;\n\n                i--;\n\n                if (this.children.length === 0) {\n                    this.deactivate();\n                }\n            } else {\n                // map div to display..\n                div = child._accessibleDiv;\n                var hitArea = child.hitArea;\n                var wt = child.worldTransform;\n\n                if (child.hitArea) {\n                    div.style.left = (wt.tx + hitArea.x * wt.a) * sx + 'px';\n                    div.style.top = (wt.ty + hitArea.y * wt.d) * sy + 'px';\n\n                    div.style.width = hitArea.width * wt.a * sx + 'px';\n                    div.style.height = hitArea.height * wt.d * sy + 'px';\n                } else {\n                    hitArea = child.getBounds();\n\n                    this.capHitArea(hitArea);\n\n                    div.style.left = hitArea.x * sx + 'px';\n                    div.style.top = hitArea.y * sy + 'px';\n\n                    div.style.width = hitArea.width * sx + 'px';\n                    div.style.height = hitArea.height * sy + 'px';\n\n                    // update button titles and hints if they exist and they've changed\n                    if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n                        div.title = child.accessibleTitle;\n                    }\n                    if (div.getAttribute('aria-label') !== child.accessibleHint && child.accessibleHint !== null) {\n                        div.setAttribute('aria-label', child.accessibleHint);\n                    }\n                }\n            }\n        }\n\n        // increment the render id..\n        this.renderId++;\n    };\n\n    /**\n     * TODO: docs.\n     *\n     * @param {Rectangle} hitArea - TODO docs\n     */\n\n\n    AccessibilityManager.prototype.capHitArea = function capHitArea(hitArea) {\n        if (hitArea.x < 0) {\n            hitArea.width += hitArea.x;\n            hitArea.x = 0;\n        }\n\n        if (hitArea.y < 0) {\n            hitArea.height += hitArea.y;\n            hitArea.y = 0;\n        }\n\n        if (hitArea.x + hitArea.width > this.renderer.width) {\n            hitArea.width = this.renderer.width - hitArea.x;\n        }\n\n        if (hitArea.y + hitArea.height > this.renderer.height) {\n            hitArea.height = this.renderer.height - hitArea.y;\n        }\n    };\n\n    /**\n     * Adds a DisplayObject to the accessibility manager\n     *\n     * @private\n     * @param {DisplayObject} displayObject - The child to make accessible.\n     */\n\n\n    AccessibilityManager.prototype.addChild = function addChild(displayObject) {\n        //    this.activate();\n\n        var div = this.pool.pop();\n\n        if (!div) {\n            div = document.createElement('button');\n\n            div.style.width = DIV_TOUCH_SIZE + 'px';\n            div.style.height = DIV_TOUCH_SIZE + 'px';\n            div.style.backgroundColor = this.debug ? 'rgba(255,0,0,0.5)' : 'transparent';\n            div.style.position = 'absolute';\n            div.style.zIndex = DIV_TOUCH_ZINDEX;\n            div.style.borderStyle = 'none';\n\n            // ARIA attributes ensure that button title and hint updates are announced properly\n            if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n                // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n                div.setAttribute('aria-live', 'off');\n            } else {\n                div.setAttribute('aria-live', 'polite');\n            }\n\n            if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n                // FireFox needs this to announce only the new button name\n                div.setAttribute('aria-relevant', 'additions');\n            } else {\n                // required by IE, other browsers don't much care\n                div.setAttribute('aria-relevant', 'text');\n            }\n\n            div.addEventListener('click', this._onClick.bind(this));\n            div.addEventListener('focus', this._onFocus.bind(this));\n            div.addEventListener('focusout', this._onFocusOut.bind(this));\n        }\n\n        if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n            div.title = displayObject.accessibleTitle;\n        } else if (!displayObject.accessibleHint || displayObject.accessibleHint === null) {\n            div.title = 'displayObject ' + displayObject.tabIndex;\n        }\n\n        if (displayObject.accessibleHint && displayObject.accessibleHint !== null) {\n            div.setAttribute('aria-label', displayObject.accessibleHint);\n        }\n\n        //\n\n        displayObject._accessibleActive = true;\n        displayObject._accessibleDiv = div;\n        div.displayObject = displayObject;\n\n        this.children.push(displayObject);\n        this.div.appendChild(displayObject._accessibleDiv);\n        displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n    };\n\n    /**\n     * Maps the div button press to pixi's InteractionManager (click)\n     *\n     * @private\n     * @param {MouseEvent} e - The click event.\n     */\n\n\n    AccessibilityManager.prototype._onClick = function _onClick(e) {\n        var interactionManager = this.renderer.plugins.interaction;\n\n        interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData);\n    };\n\n    /**\n     * Maps the div focus events to pixi's InteractionManager (mouseover)\n     *\n     * @private\n     * @param {FocusEvent} e - The focus event.\n     */\n\n\n    AccessibilityManager.prototype._onFocus = function _onFocus(e) {\n        if (!e.target.getAttribute('aria-live', 'off')) {\n            e.target.setAttribute('aria-live', 'assertive');\n        }\n        var interactionManager = this.renderer.plugins.interaction;\n\n        interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData);\n    };\n\n    /**\n     * Maps the div focus events to pixi's InteractionManager (mouseout)\n     *\n     * @private\n     * @param {FocusEvent} e - The focusout event.\n     */\n\n\n    AccessibilityManager.prototype._onFocusOut = function _onFocusOut(e) {\n        if (!e.target.getAttribute('aria-live', 'off')) {\n            e.target.setAttribute('aria-live', 'polite');\n        }\n        var interactionManager = this.renderer.plugins.interaction;\n\n        interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData);\n    };\n\n    /**\n     * Is called when a key is pressed\n     *\n     * @private\n     * @param {KeyboardEvent} e - The keydown event.\n     */\n\n\n    AccessibilityManager.prototype._onKeyDown = function _onKeyDown(e) {\n        if (e.keyCode !== KEY_CODE_TAB) {\n            return;\n        }\n\n        this.activate();\n    };\n\n    /**\n     * Is called when the mouse moves across the renderer element\n     *\n     * @private\n     * @param {MouseEvent} e - The mouse event.\n     */\n\n\n    AccessibilityManager.prototype._onMouseMove = function _onMouseMove(e) {\n        if (e.movementX === 0 && e.movementY === 0) {\n            return;\n        }\n\n        this.deactivate();\n    };\n\n    /**\n     * Destroys the accessibility manager\n     *\n     */\n\n\n    AccessibilityManager.prototype.destroy = function destroy() {\n        this.div = null;\n\n        for (var i = 0; i < this.children.length; i++) {\n            this.children[i].div = null;\n        }\n\n        window.document.removeEventListener('mousemove', this._onMouseMove);\n        window.removeEventListener('keydown', this._onKeyDown);\n\n        this.pool = null;\n        this.children = null;\n        this.renderer = null;\n    };\n\n    return AccessibilityManager;\n}();\n\nexports.default = AccessibilityManager;\n\n\ncore.WebGLRenderer.registerPlugin('accessibility', AccessibilityManager);\ncore.CanvasRenderer.registerPlugin('accessibility', AccessibilityManager);\n//# sourceMappingURL=AccessibilityManager.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/accessibility/AccessibilityManager.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/accessibility/accessibleTarget.js":
/*!********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/accessibility/accessibleTarget.js ***!
  \********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.accessibility.AccessibilityManager}.\n *\n * @function accessibleTarget\n * @memberof PIXI.accessibility\n * @example\n *      function MyObject() {}\n *\n *      Object.assign(\n *          MyObject.prototype,\n *          PIXI.accessibility.accessibleTarget\n *      );\n */\nexports.default = {\n  /**\n   *  Flag for if the object is accessible. If true AccessibilityManager will overlay a\n   *   shadow div with attributes set\n   *\n   * @member {boolean}\n   */\n  accessible: false,\n\n  /**\n   * Sets the title attribute of the shadow div\n   * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n   *\n   * @member {string}\n   */\n  accessibleTitle: null,\n\n  /**\n   * Sets the aria-label attribute of the shadow div\n   *\n   * @member {string}\n   */\n  accessibleHint: null,\n\n  /**\n   * @todo Needs docs.\n   */\n  tabIndex: 0,\n\n  /**\n   * @todo Needs docs.\n   */\n  _accessibleActive: false,\n\n  /**\n   * @todo Needs docs.\n   */\n  _accessibleDiv: false\n};\n//# sourceMappingURL=accessibleTarget.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/accessibility/accessibleTarget.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/accessibility/index.js":
/*!*********************************************************!*\
  !*** ./node_modules/pixi.js/lib/accessibility/index.js ***!
  \*********************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _accessibleTarget = __webpack_require__(/*! ./accessibleTarget */ \"./node_modules/pixi.js/lib/accessibility/accessibleTarget.js\");\n\nObject.defineProperty(exports, 'accessibleTarget', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_accessibleTarget).default;\n  }\n});\n\nvar _AccessibilityManager = __webpack_require__(/*! ./AccessibilityManager */ \"./node_modules/pixi.js/lib/accessibility/AccessibilityManager.js\");\n\nObject.defineProperty(exports, 'AccessibilityManager', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_AccessibilityManager).default;\n  }\n});\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n//# sourceMappingURL=index.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/accessibility/index.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/Application.js":
/*!******************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/Application.js ***!
  \******************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _autoDetectRenderer = __webpack_require__(/*! ./autoDetectRenderer */ \"./node_modules/pixi.js/lib/core/autoDetectRenderer.js\");\n\nvar _Container = __webpack_require__(/*! ./display/Container */ \"./node_modules/pixi.js/lib/core/display/Container.js\");\n\nvar _Container2 = _interopRequireDefault(_Container);\n\nvar _ticker = __webpack_require__(/*! ./ticker */ \"./node_modules/pixi.js/lib/core/ticker/index.js\");\n\nvar _settings = __webpack_require__(/*! ./settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _const = __webpack_require__(/*! ./const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Convenience class to create a new PIXI application.\n * This class automatically creates the renderer, ticker\n * and root container.\n *\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.fromImage('something.png'));\n *\n * @class\n * @memberof PIXI\n */\nvar Application = function () {\n    // eslint-disable-next-line valid-jsdoc\n    /**\n     * @param {object} [options] - The optional renderer parameters\n     * @param {boolean} [options.autoStart=true] - automatically starts the rendering after the construction.\n     *     Note that setting this parameter to false does NOT stop the shared ticker even if you set\n     *     options.sharedTicker to true in case that it is already started. Stop it by your own.\n     * @param {number} [options.width=800] - the width of the renderers view\n     * @param {number} [options.height=600] - the height of the renderers view\n     * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n     * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n     * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n     * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n     *  need to call toDataUrl on the webgl context\n     * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2\n     * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present\n     * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n     *  (shown if not transparent).\n     * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n     *   not before the new render pass.\n     * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n     *  stopping pixel interpolation.\n     * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n     *  FXAA is faster, but may not always look as great **webgl only**\n     * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices.\n     *  If you experience unexplained flickering try setting this to true. **webgl only**\n     * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n     *  for devices with dual graphics card **webgl only**\n     * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.ticker.shared, `false` to create new ticker.\n     * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.loaders.shared, `false` to create new Loader.\n     */\n    function Application(options, arg2, arg3, arg4, arg5) {\n        _classCallCheck(this, Application);\n\n        // Support for constructor(width, height, options, noWebGL, useSharedTicker)\n        if (typeof options === 'number') {\n            options = Object.assign({\n                width: options,\n                height: arg2 || _settings2.default.RENDER_OPTIONS.height,\n                forceCanvas: !!arg4,\n                sharedTicker: !!arg5\n            }, arg3);\n        }\n\n        /**\n         * The default options, so we mixin functionality later.\n         * @member {object}\n         * @protected\n         */\n        this._options = options = Object.assign({\n            autoStart: true,\n            sharedTicker: false,\n            forceCanvas: false,\n            sharedLoader: false\n        }, options);\n\n        /**\n         * WebGL renderer if available, otherwise CanvasRenderer\n         * @member {PIXI.WebGLRenderer|PIXI.CanvasRenderer}\n         */\n        this.renderer = (0, _autoDetectRenderer.autoDetectRenderer)(options);\n\n        /**\n         * The root display container that's rendered.\n         * @member {PIXI.Container}\n         */\n        this.stage = new _Container2.default();\n\n        /**\n         * Internal reference to the ticker\n         * @member {PIXI.ticker.Ticker}\n         * @private\n         */\n        this._ticker = null;\n\n        /**\n         * Ticker for doing render updates.\n         * @member {PIXI.ticker.Ticker}\n         * @default PIXI.ticker.shared\n         */\n        this.ticker = options.sharedTicker ? _ticker.shared : new _ticker.Ticker();\n\n        // Start the rendering\n        if (options.autoStart) {\n            this.start();\n        }\n    }\n\n    /**\n     * Render the current stage.\n     */\n    Application.prototype.render = function render() {\n        this.renderer.render(this.stage);\n    };\n\n    /**\n     * Convenience method for stopping the render.\n     */\n\n\n    Application.prototype.stop = function stop() {\n        this._ticker.stop();\n    };\n\n    /**\n     * Convenience method for starting the render.\n     */\n\n\n    Application.prototype.start = function start() {\n        this._ticker.start();\n    };\n\n    /**\n     * Reference to the renderer's canvas element.\n     * @member {HTMLCanvasElement}\n     * @readonly\n     */\n\n\n    /**\n     * Destroy and don't use after this.\n     * @param {Boolean} [removeView=false] Automatically remove canvas from DOM.\n     * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n     *  have been set to that value\n     * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n     *  method called as well. 'stageOptions' will be passed on to those calls.\n     * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n     *  to true. Should it destroy the texture of the child sprite\n     * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n     *  to true. Should it destroy the base texture of the child sprite\n     */\n    Application.prototype.destroy = function destroy(removeView, stageOptions) {\n        if (this._ticker) {\n            var oldTicker = this._ticker;\n\n            this.ticker = null;\n            oldTicker.destroy();\n        }\n\n        this.stage.destroy(stageOptions);\n        this.stage = null;\n\n        this.renderer.destroy(removeView);\n        this.renderer = null;\n\n        this._options = null;\n    };\n\n    _createClass(Application, [{\n        key: 'ticker',\n        set: function set(ticker) // eslint-disable-line require-jsdoc\n        {\n            if (this._ticker) {\n                this._ticker.remove(this.render, this);\n            }\n            this._ticker = ticker;\n            if (ticker) {\n                ticker.add(this.render, this, _const.UPDATE_PRIORITY.LOW);\n            }\n        },\n        get: function get() // eslint-disable-line require-jsdoc\n        {\n            return this._ticker;\n        }\n    }, {\n        key: 'view',\n        get: function get() {\n            return this.renderer.view;\n        }\n\n        /**\n         * Reference to the renderer's screen rectangle. Its safe to use as filterArea or hitArea for whole screen\n         * @member {PIXI.Rectangle}\n         * @readonly\n         */\n\n    }, {\n        key: 'screen',\n        get: function get() {\n            return this.renderer.screen;\n        }\n    }]);\n\n    return Application;\n}();\n\nexports.default = Application;\n//# sourceMappingURL=Application.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/Application.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/Shader.js":
/*!*************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/Shader.js ***!
  \*************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _settings = __webpack_require__(/*! ./settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nfunction checkPrecision(src, def) {\n    if (src instanceof Array) {\n        if (src[0].substring(0, 9) !== 'precision') {\n            var copy = src.slice(0);\n\n            copy.unshift('precision ' + def + ' float;');\n\n            return copy;\n        }\n    } else if (src.trim().substring(0, 9) !== 'precision') {\n        return 'precision ' + def + ' float;\\n' + src;\n    }\n\n    return src;\n}\n\n/**\n * Wrapper class, webGL Shader for Pixi.\n * Adds precision string if vertexSrc or fragmentSrc have no mention of it.\n *\n * @class\n * @extends GLShader\n * @memberof PIXI\n */\n\nvar Shader = function (_GLShader) {\n    _inherits(Shader, _GLShader);\n\n    /**\n     *\n     * @param {WebGLRenderingContext} gl - The current WebGL rendering context\n     * @param {string|string[]} vertexSrc - The vertex shader source as an array of strings.\n     * @param {string|string[]} fragmentSrc - The fragment shader source as an array of strings.\n     * @param {object} [attributeLocations] - A key value pair showing which location eact attribute should sit.\n                       e.g. {position:0, uvs:1}.\n     * @param {string} [precision] - The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n     */\n    function Shader(gl, vertexSrc, fragmentSrc, attributeLocations, precision) {\n        _classCallCheck(this, Shader);\n\n        return _possibleConstructorReturn(this, _GLShader.call(this, gl, checkPrecision(vertexSrc, precision || _settings2.default.PRECISION_VERTEX), checkPrecision(fragmentSrc, precision || _settings2.default.PRECISION_FRAGMENT), undefined, attributeLocations));\n    }\n\n    return Shader;\n}(_pixiGlCore.GLShader);\n\nexports.default = Shader;\n//# sourceMappingURL=Shader.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/Shader.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/autoDetectRenderer.js":
/*!*************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/autoDetectRenderer.js ***!
  \*************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.autoDetectRenderer = autoDetectRenderer;\n\nvar _utils = __webpack_require__(/*! ./utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar utils = _interopRequireWildcard(_utils);\n\nvar _CanvasRenderer = __webpack_require__(/*! ./renderers/canvas/CanvasRenderer */ \"./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js\");\n\nvar _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);\n\nvar _WebGLRenderer = __webpack_require__(/*! ./renderers/webgl/WebGLRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js\");\n\nvar _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\n// eslint-disable-next-line valid-jsdoc\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by\n * the browser then this function will return a canvas renderer\n *\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n *  need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n *  (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n *   not before the new render pass.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n *  stopping pixel interpolation.\n * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n *  FXAA is faster, but may not always look as great **webgl only**\n * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices.\n *  If you experience unexplained flickering try setting this to true. **webgl only**\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n *  for devices with dual graphics card **webgl only**\n * @return {PIXI.WebGLRenderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options, arg1, arg2, arg3) {\n    // Backward-compatible support for noWebGL option\n    var forceCanvas = options && options.forceCanvas;\n\n    if (arg3 !== undefined) {\n        forceCanvas = arg3;\n    }\n\n    if (!forceCanvas && utils.isWebGLSupported()) {\n        return new _WebGLRenderer2.default(options, arg1, arg2);\n    }\n\n    return new _CanvasRenderer2.default(options, arg1, arg2);\n}\n//# sourceMappingURL=autoDetectRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/autoDetectRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/const.js":
/*!************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/const.js ***!
  \************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nvar VERSION = exports.VERSION = '4.8.1';\n\n/**\n * Two Pi.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar PI_2 = exports.PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar RAD_TO_DEG = exports.RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar DEG_TO_RAD = exports.DEG_TO_RAD = Math.PI / 180;\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @type {object}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE = exports.RENDERER_TYPE = {\n  UNKNOWN: 0,\n  WEBGL: 1,\n  CANVAS: 2\n};\n\n/**\n * Various blend modes supported by PIXI.\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 * @static\n * @constant\n * @memberof PIXI\n * @name BLEND_MODES\n * @type {object}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n */\nvar BLEND_MODES = exports.BLEND_MODES = {\n  NORMAL: 0,\n  ADD: 1,\n  MULTIPLY: 2,\n  SCREEN: 3,\n  OVERLAY: 4,\n  DARKEN: 5,\n  LIGHTEN: 6,\n  COLOR_DODGE: 7,\n  COLOR_BURN: 8,\n  HARD_LIGHT: 9,\n  SOFT_LIGHT: 10,\n  DIFFERENCE: 11,\n  EXCLUSION: 12,\n  HUE: 13,\n  SATURATION: 14,\n  COLOR: 15,\n  LUMINOSITY: 16,\n  NORMAL_NPM: 17,\n  ADD_NPM: 18,\n  SCREEN_NPM: 19\n};\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name DRAW_MODES\n * @type {object}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nvar DRAW_MODES = exports.DRAW_MODES = {\n  POINTS: 0,\n  LINES: 1,\n  LINE_LOOP: 2,\n  LINE_STRIP: 3,\n  TRIANGLES: 4,\n  TRIANGLE_STRIP: 5,\n  TRIANGLE_FAN: 6\n};\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name SCALE_MODES\n * @type {object}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES = exports.SCALE_MODES = {\n  LINEAR: 0,\n  NEAREST: 1\n};\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as webGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name WRAP_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES = exports.WRAP_MODES = {\n  CLAMP: 0,\n  REPEAT: 1,\n  MIRRORED_REPEAT: 2\n};\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not  get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name GC_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES = exports.GC_MODES = {\n  AUTO: 0,\n  MANUAL: 1\n};\n\n/**\n * Regexp for image type by extension.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {RegExp|string}\n * @example `image.png`\n */\nvar URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\\.(\\w{3,4})(?:$|\\?|#)/i;\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant\n * @name DATA_URI\n * @memberof PIXI\n * @type {RegExp|string}\n * @example data:image/png;base64\n */\nvar DATA_URI = exports.DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * Regexp for SVG size.\n *\n * @static\n * @constant\n * @name SVG_SIZE\n * @memberof PIXI\n * @type {RegExp|string}\n * @example &lt;svg width=\"100\" height=\"100\"&gt;&lt;/svg&gt;\n */\nvar SVG_SIZE = exports.SVG_SIZE = /<svg[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {object}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES = exports.SHAPES = {\n  POLY: 0,\n  RECT: 1,\n  CIRC: 2,\n  ELIP: 3,\n  RREC: 4\n};\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @static\n * @constant\n * @name PRECISION\n * @memberof PIXI\n * @type {object}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nvar PRECISION = exports.PRECISION = {\n  LOW: 'lowp',\n  MEDIUM: 'mediump',\n  HIGH: 'highp'\n};\n\n/**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @type {object}\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\nvar TRANSFORM_MODE = exports.TRANSFORM_MODE = {\n  STATIC: 0,\n  DYNAMIC: 1\n};\n\n/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT = exports.TEXT_GRADIENT = {\n  LINEAR_VERTICAL: 0,\n  LINEAR_HORIZONTAL: 1\n};\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.ticker.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @type {object}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.extras.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.ticker.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY = exports.UPDATE_PRIORITY = {\n  INTERACTION: 50,\n  HIGH: 25,\n  NORMAL: 0,\n  LOW: -25,\n  UTILITY: -50\n};\n//# sourceMappingURL=const.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/const.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/display/Bounds.js":
/*!*********************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/display/Bounds.js ***!
  \*********************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * 'Builder' pattern for bounds rectangles\n * Axis-Aligned Bounding Box\n * It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems\n *\n * @class\n * @memberof PIXI\n */\nvar Bounds = function () {\n    /**\n     *\n     */\n    function Bounds() {\n        _classCallCheck(this, Bounds);\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.minX = Infinity;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.minY = Infinity;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.maxX = -Infinity;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.maxY = -Infinity;\n\n        this.rect = null;\n    }\n\n    /**\n     * Checks if bounds are empty.\n     *\n     * @return {boolean} True if empty.\n     */\n\n\n    Bounds.prototype.isEmpty = function isEmpty() {\n        return this.minX > this.maxX || this.minY > this.maxY;\n    };\n\n    /**\n     * Clears the bounds and resets.\n     *\n     */\n\n\n    Bounds.prototype.clear = function clear() {\n        this.updateID++;\n\n        this.minX = Infinity;\n        this.minY = Infinity;\n        this.maxX = -Infinity;\n        this.maxY = -Infinity;\n    };\n\n    /**\n     * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n     * It is not guaranteed that it will return tempRect\n     *\n     * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n     * @returns {PIXI.Rectangle} A rectangle of the bounds\n     */\n\n\n    Bounds.prototype.getRectangle = function getRectangle(rect) {\n        if (this.minX > this.maxX || this.minY > this.maxY) {\n            return _math.Rectangle.EMPTY;\n        }\n\n        rect = rect || new _math.Rectangle(0, 0, 1, 1);\n\n        rect.x = this.minX;\n        rect.y = this.minY;\n        rect.width = this.maxX - this.minX;\n        rect.height = this.maxY - this.minY;\n\n        return rect;\n    };\n\n    /**\n     * This function should be inlined when its possible.\n     *\n     * @param {PIXI.Point} point - The point to add.\n     */\n\n\n    Bounds.prototype.addPoint = function addPoint(point) {\n        this.minX = Math.min(this.minX, point.x);\n        this.maxX = Math.max(this.maxX, point.x);\n        this.minY = Math.min(this.minY, point.y);\n        this.maxY = Math.max(this.maxY, point.y);\n    };\n\n    /**\n     * Adds a quad, not transformed\n     *\n     * @param {Float32Array} vertices - The verts to add.\n     */\n\n\n    Bounds.prototype.addQuad = function addQuad(vertices) {\n        var minX = this.minX;\n        var minY = this.minY;\n        var maxX = this.maxX;\n        var maxY = this.maxY;\n\n        var x = vertices[0];\n        var y = vertices[1];\n\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        x = vertices[2];\n        y = vertices[3];\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        x = vertices[4];\n        y = vertices[5];\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        x = vertices[6];\n        y = vertices[7];\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        this.minX = minX;\n        this.minY = minY;\n        this.maxX = maxX;\n        this.maxY = maxY;\n    };\n\n    /**\n     * Adds sprite frame, transformed.\n     *\n     * @param {PIXI.TransformBase} transform - TODO\n     * @param {number} x0 - TODO\n     * @param {number} y0 - TODO\n     * @param {number} x1 - TODO\n     * @param {number} y1 - TODO\n     */\n\n\n    Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) {\n        var matrix = transform.worldTransform;\n        var a = matrix.a;\n        var b = matrix.b;\n        var c = matrix.c;\n        var d = matrix.d;\n        var tx = matrix.tx;\n        var ty = matrix.ty;\n\n        var minX = this.minX;\n        var minY = this.minY;\n        var maxX = this.maxX;\n        var maxY = this.maxY;\n\n        var x = a * x0 + c * y0 + tx;\n        var y = b * x0 + d * y0 + ty;\n\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        x = a * x1 + c * y0 + tx;\n        y = b * x1 + d * y0 + ty;\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        x = a * x0 + c * y1 + tx;\n        y = b * x0 + d * y1 + ty;\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        x = a * x1 + c * y1 + tx;\n        y = b * x1 + d * y1 + ty;\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n\n        this.minX = minX;\n        this.minY = minY;\n        this.maxX = maxX;\n        this.maxY = maxY;\n    };\n\n    /**\n     * Add an array of vertices\n     *\n     * @param {PIXI.TransformBase} transform - TODO\n     * @param {Float32Array} vertices - TODO\n     * @param {number} beginOffset - TODO\n     * @param {number} endOffset - TODO\n     */\n\n\n    Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) {\n        var matrix = transform.worldTransform;\n        var a = matrix.a;\n        var b = matrix.b;\n        var c = matrix.c;\n        var d = matrix.d;\n        var tx = matrix.tx;\n        var ty = matrix.ty;\n\n        var minX = this.minX;\n        var minY = this.minY;\n        var maxX = this.maxX;\n        var maxY = this.maxY;\n\n        for (var i = beginOffset; i < endOffset; i += 2) {\n            var rawX = vertices[i];\n            var rawY = vertices[i + 1];\n            var x = a * rawX + c * rawY + tx;\n            var y = d * rawY + b * rawX + ty;\n\n            minX = x < minX ? x : minX;\n            minY = y < minY ? y : minY;\n            maxX = x > maxX ? x : maxX;\n            maxY = y > maxY ? y : maxY;\n        }\n\n        this.minX = minX;\n        this.minY = minY;\n        this.maxX = maxX;\n        this.maxY = maxY;\n    };\n\n    /**\n     * Adds other Bounds\n     *\n     * @param {PIXI.Bounds} bounds - TODO\n     */\n\n\n    Bounds.prototype.addBounds = function addBounds(bounds) {\n        var minX = this.minX;\n        var minY = this.minY;\n        var maxX = this.maxX;\n        var maxY = this.maxY;\n\n        this.minX = bounds.minX < minX ? bounds.minX : minX;\n        this.minY = bounds.minY < minY ? bounds.minY : minY;\n        this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n        this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n    };\n\n    /**\n     * Adds other Bounds, masked with Bounds\n     *\n     * @param {PIXI.Bounds} bounds - TODO\n     * @param {PIXI.Bounds} mask - TODO\n     */\n\n\n    Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) {\n        var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n        var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n        var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n        var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n\n        if (_minX <= _maxX && _minY <= _maxY) {\n            var minX = this.minX;\n            var minY = this.minY;\n            var maxX = this.maxX;\n            var maxY = this.maxY;\n\n            this.minX = _minX < minX ? _minX : minX;\n            this.minY = _minY < minY ? _minY : minY;\n            this.maxX = _maxX > maxX ? _maxX : maxX;\n            this.maxY = _maxY > maxY ? _maxY : maxY;\n        }\n    };\n\n    /**\n     * Adds other Bounds, masked with Rectangle\n     *\n     * @param {PIXI.Bounds} bounds - TODO\n     * @param {PIXI.Rectangle} area - TODO\n     */\n\n\n    Bounds.prototype.addBoundsArea = function addBoundsArea(bounds, area) {\n        var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n        var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n        var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width;\n        var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height;\n\n        if (_minX <= _maxX && _minY <= _maxY) {\n            var minX = this.minX;\n            var minY = this.minY;\n            var maxX = this.maxX;\n            var maxY = this.maxY;\n\n            this.minX = _minX < minX ? _minX : minX;\n            this.minY = _minY < minY ? _minY : minY;\n            this.maxX = _maxX > maxX ? _maxX : maxX;\n            this.maxY = _maxY > maxY ? _maxY : maxY;\n        }\n    };\n\n    return Bounds;\n}();\n\nexports.default = Bounds;\n//# sourceMappingURL=Bounds.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/display/Bounds.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/display/Container.js":
/*!************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/display/Container.js ***!
  \************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _utils = __webpack_require__(/*! ../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _DisplayObject2 = __webpack_require__(/*! ./DisplayObject */ \"./node_modules/pixi.js/lib/core/display/DisplayObject.js\");\n\nvar _DisplayObject3 = _interopRequireDefault(_DisplayObject2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A Container represents a collection of display objects.\n * It is the base class of all display objects that act as a container for other objects.\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nvar Container = function (_DisplayObject) {\n    _inherits(Container, _DisplayObject);\n\n    /**\n     *\n     */\n    function Container() {\n        _classCallCheck(this, Container);\n\n        /**\n         * The array of children of this container.\n         *\n         * @member {PIXI.DisplayObject[]}\n         * @readonly\n         */\n        var _this = _possibleConstructorReturn(this, _DisplayObject.call(this));\n\n        _this.children = [];\n        return _this;\n    }\n\n    /**\n     * Overridable method that can be used by Container subclasses whenever the children array is modified\n     *\n     * @private\n     */\n\n\n    Container.prototype.onChildrenChange = function onChildrenChange() {}\n    /* empty */\n\n\n    /**\n     * Adds one or more children to the container.\n     *\n     * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n     *\n     * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container\n     * @return {PIXI.DisplayObject} The first child that was added.\n     */\n    ;\n\n    Container.prototype.addChild = function addChild(child) {\n        var argumentsLength = arguments.length;\n\n        // if there is only one argument we can bypass looping through the them\n        if (argumentsLength > 1) {\n            // loop through the arguments property and add all children\n            // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n            for (var i = 0; i < argumentsLength; i++) {\n                this.addChild(arguments[i]);\n            }\n        } else {\n            // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n            if (child.parent) {\n                child.parent.removeChild(child);\n            }\n\n            child.parent = this;\n            // ensure child transform will be recalculated\n            child.transform._parentID = -1;\n\n            this.children.push(child);\n\n            // ensure bounds will be recalculated\n            this._boundsID++;\n\n            // TODO - lets either do all callbacks or all events.. not both!\n            this.onChildrenChange(this.children.length - 1);\n            child.emit('added', this);\n        }\n\n        return child;\n    };\n\n    /**\n     * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n     *\n     * @param {PIXI.DisplayObject} child - The child to add\n     * @param {number} index - The index to place the child in\n     * @return {PIXI.DisplayObject} The child that was added.\n     */\n\n\n    Container.prototype.addChildAt = function addChildAt(child, index) {\n        if (index < 0 || index > this.children.length) {\n            throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length);\n        }\n\n        if (child.parent) {\n            child.parent.removeChild(child);\n        }\n\n        child.parent = this;\n        // ensure child transform will be recalculated\n        child.transform._parentID = -1;\n\n        this.children.splice(index, 0, child);\n\n        // ensure bounds will be recalculated\n        this._boundsID++;\n\n        // TODO - lets either do all callbacks or all events.. not both!\n        this.onChildrenChange(index);\n        child.emit('added', this);\n\n        return child;\n    };\n\n    /**\n     * Swaps the position of 2 Display Objects within this container.\n     *\n     * @param {PIXI.DisplayObject} child - First display object to swap\n     * @param {PIXI.DisplayObject} child2 - Second display object to swap\n     */\n\n\n    Container.prototype.swapChildren = function swapChildren(child, child2) {\n        if (child === child2) {\n            return;\n        }\n\n        var index1 = this.getChildIndex(child);\n        var index2 = this.getChildIndex(child2);\n\n        this.children[index1] = child2;\n        this.children[index2] = child;\n        this.onChildrenChange(index1 < index2 ? index1 : index2);\n    };\n\n    /**\n     * Returns the index position of a child DisplayObject instance\n     *\n     * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n     * @return {number} The index position of the child display object to identify\n     */\n\n\n    Container.prototype.getChildIndex = function getChildIndex(child) {\n        var index = this.children.indexOf(child);\n\n        if (index === -1) {\n            throw new Error('The supplied DisplayObject must be a child of the caller');\n        }\n\n        return index;\n    };\n\n    /**\n     * Changes the position of an existing child in the display object container\n     *\n     * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n     * @param {number} index - The resulting index number for the child display object\n     */\n\n\n    Container.prototype.setChildIndex = function setChildIndex(child, index) {\n        if (index < 0 || index >= this.children.length) {\n            throw new Error('The index ' + index + ' supplied is out of bounds ' + this.children.length);\n        }\n\n        var currentIndex = this.getChildIndex(child);\n\n        (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position\n        this.children.splice(index, 0, child); // add at new position\n\n        this.onChildrenChange(index);\n    };\n\n    /**\n     * Returns the child at the specified index\n     *\n     * @param {number} index - The index to get the child at\n     * @return {PIXI.DisplayObject} The child at the given index, if any.\n     */\n\n\n    Container.prototype.getChildAt = function getChildAt(index) {\n        if (index < 0 || index >= this.children.length) {\n            throw new Error('getChildAt: Index (' + index + ') does not exist.');\n        }\n\n        return this.children[index];\n    };\n\n    /**\n     * Removes one or more children from the container.\n     *\n     * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove\n     * @return {PIXI.DisplayObject} The first child that was removed.\n     */\n\n\n    Container.prototype.removeChild = function removeChild(child) {\n        var argumentsLength = arguments.length;\n\n        // if there is only one argument we can bypass looping through the them\n        if (argumentsLength > 1) {\n            // loop through the arguments property and add all children\n            // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n            for (var i = 0; i < argumentsLength; i++) {\n                this.removeChild(arguments[i]);\n            }\n        } else {\n            var index = this.children.indexOf(child);\n\n            if (index === -1) return null;\n\n            child.parent = null;\n            // ensure child transform will be recalculated\n            child.transform._parentID = -1;\n            (0, _utils.removeItems)(this.children, index, 1);\n\n            // ensure bounds will be recalculated\n            this._boundsID++;\n\n            // TODO - lets either do all callbacks or all events.. not both!\n            this.onChildrenChange(index);\n            child.emit('removed', this);\n        }\n\n        return child;\n    };\n\n    /**\n     * Removes a child from the specified index position.\n     *\n     * @param {number} index - The index to get the child from\n     * @return {PIXI.DisplayObject} The child that was removed.\n     */\n\n\n    Container.prototype.removeChildAt = function removeChildAt(index) {\n        var child = this.getChildAt(index);\n\n        // ensure child transform will be recalculated..\n        child.parent = null;\n        child.transform._parentID = -1;\n        (0, _utils.removeItems)(this.children, index, 1);\n\n        // ensure bounds will be recalculated\n        this._boundsID++;\n\n        // TODO - lets either do all callbacks or all events.. not both!\n        this.onChildrenChange(index);\n        child.emit('removed', this);\n\n        return child;\n    };\n\n    /**\n     * Removes all children from this container that are within the begin and end indexes.\n     *\n     * @param {number} [beginIndex=0] - The beginning position.\n     * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n     * @returns {DisplayObject[]} List of removed children\n     */\n\n\n    Container.prototype.removeChildren = function removeChildren() {\n        var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n        var endIndex = arguments[1];\n\n        var begin = beginIndex;\n        var end = typeof endIndex === 'number' ? endIndex : this.children.length;\n        var range = end - begin;\n        var removed = void 0;\n\n        if (range > 0 && range <= end) {\n            removed = this.children.splice(begin, range);\n\n            for (var i = 0; i < removed.length; ++i) {\n                removed[i].parent = null;\n                if (removed[i].transform) {\n                    removed[i].transform._parentID = -1;\n                }\n            }\n\n            this._boundsID++;\n\n            this.onChildrenChange(beginIndex);\n\n            for (var _i = 0; _i < removed.length; ++_i) {\n                removed[_i].emit('removed', this);\n            }\n\n            return removed;\n        } else if (range === 0 && this.children.length === 0) {\n            return [];\n        }\n\n        throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n    };\n\n    /**\n     * Updates the transform on all children of this container for rendering\n     */\n\n\n    Container.prototype.updateTransform = function updateTransform() {\n        this._boundsID++;\n\n        this.transform.updateTransform(this.parent.transform);\n\n        // TODO: check render flags, how to process stuff here\n        this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n        for (var i = 0, j = this.children.length; i < j; ++i) {\n            var child = this.children[i];\n\n            if (child.visible) {\n                child.updateTransform();\n            }\n        }\n    };\n\n    /**\n     * Recalculates the bounds of the container.\n     *\n     */\n\n\n    Container.prototype.calculateBounds = function calculateBounds() {\n        this._bounds.clear();\n\n        this._calculateBounds();\n\n        for (var i = 0; i < this.children.length; i++) {\n            var child = this.children[i];\n\n            if (!child.visible || !child.renderable) {\n                continue;\n            }\n\n            child.calculateBounds();\n\n            // TODO: filter+mask, need to mask both somehow\n            if (child._mask) {\n                child._mask.calculateBounds();\n                this._bounds.addBoundsMask(child._bounds, child._mask._bounds);\n            } else if (child.filterArea) {\n                this._bounds.addBoundsArea(child._bounds, child.filterArea);\n            } else {\n                this._bounds.addBounds(child._bounds);\n            }\n        }\n\n        this._lastBoundsID = this._boundsID;\n    };\n\n    /**\n     * Recalculates the bounds of the object. Override this to\n     * calculate the bounds of the specific object (not including children).\n     *\n     */\n\n\n    Container.prototype._calculateBounds = function _calculateBounds() {}\n    // FILL IN//\n\n\n    /**\n     * Renders the object using the WebGL renderer\n     *\n     * @param {PIXI.WebGLRenderer} renderer - The renderer\n     */\n    ;\n\n    Container.prototype.renderWebGL = function renderWebGL(renderer) {\n        // if the object is not visible or the alpha is 0 then no need to render this element\n        if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n            return;\n        }\n\n        // do a quick check to see if this element has a mask or a filter.\n        if (this._mask || this._filters) {\n            this.renderAdvancedWebGL(renderer);\n        } else {\n            this._renderWebGL(renderer);\n\n            // simple render children!\n            for (var i = 0, j = this.children.length; i < j; ++i) {\n                this.children[i].renderWebGL(renderer);\n            }\n        }\n    };\n\n    /**\n     * Render the object using the WebGL renderer and advanced features.\n     *\n     * @private\n     * @param {PIXI.WebGLRenderer} renderer - The renderer\n     */\n\n\n    Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) {\n        renderer.flush();\n\n        var filters = this._filters;\n        var mask = this._mask;\n\n        // push filter first as we need to ensure the stencil buffer is correct for any masking\n        if (filters) {\n            if (!this._enabledFilters) {\n                this._enabledFilters = [];\n            }\n\n            this._enabledFilters.length = 0;\n\n            for (var i = 0; i < filters.length; i++) {\n                if (filters[i].enabled) {\n                    this._enabledFilters.push(filters[i]);\n                }\n            }\n\n            if (this._enabledFilters.length) {\n                renderer.filterManager.pushFilter(this, this._enabledFilters);\n            }\n        }\n\n        if (mask) {\n            renderer.maskManager.pushMask(this, this._mask);\n        }\n\n        // add this object to the batch, only rendered if it has a texture.\n        this._renderWebGL(renderer);\n\n        // now loop through the children and make sure they get rendered\n        for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) {\n            this.children[_i2].renderWebGL(renderer);\n        }\n\n        renderer.flush();\n\n        if (mask) {\n            renderer.maskManager.popMask(this, this._mask);\n        }\n\n        if (filters && this._enabledFilters && this._enabledFilters.length) {\n            renderer.filterManager.popFilter();\n        }\n    };\n\n    /**\n     * To be overridden by the subclasses.\n     *\n     * @private\n     * @param {PIXI.WebGLRenderer} renderer - The renderer\n     */\n\n\n    Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars\n    {}\n    // this is where content itself gets rendered...\n\n\n    /**\n     * To be overridden by the subclass\n     *\n     * @private\n     * @param {PIXI.CanvasRenderer} renderer - The renderer\n     */\n    ;\n\n    Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars\n    {}\n    // this is where content itself gets rendered...\n\n\n    /**\n     * Renders the object using the Canvas renderer\n     *\n     * @param {PIXI.CanvasRenderer} renderer - The renderer\n     */\n    ;\n\n    Container.prototype.renderCanvas = function renderCanvas(renderer) {\n        // if not visible or the alpha is 0 then no need to render this\n        if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n            return;\n        }\n\n        if (this._mask) {\n            renderer.maskManager.pushMask(this._mask);\n        }\n\n        this._renderCanvas(renderer);\n        for (var i = 0, j = this.children.length; i < j; ++i) {\n            this.children[i].renderCanvas(renderer);\n        }\n\n        if (this._mask) {\n            renderer.maskManager.popMask(renderer);\n        }\n    };\n\n    /**\n     * Removes all internal references and listeners as well as removes children from the display list.\n     * Do not use a Container after calling `destroy`.\n     *\n     * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n     *  have been set to that value\n     * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n     *  method called as well. 'options' will be passed on to those calls.\n     * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n     *  Should it destroy the texture of the child sprite\n     * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n     *  Should it destroy the base texture of the child sprite\n     */\n\n\n    Container.prototype.destroy = function destroy(options) {\n        _DisplayObject.prototype.destroy.call(this);\n\n        var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n        var oldChildren = this.removeChildren(0, this.children.length);\n\n        if (destroyChildren) {\n            for (var i = 0; i < oldChildren.length; ++i) {\n                oldChildren[i].destroy(options);\n            }\n        }\n    };\n\n    /**\n     * The width of the Container, setting this will actually modify the scale to achieve the value set\n     *\n     * @member {number}\n     */\n\n\n    _createClass(Container, [{\n        key: 'width',\n        get: function get() {\n            return this.scale.x * this.getLocalBounds().width;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            var width = this.getLocalBounds().width;\n\n            if (width !== 0) {\n                this.scale.x = value / width;\n            } else {\n                this.scale.x = 1;\n            }\n\n            this._width = value;\n        }\n\n        /**\n         * The height of the Container, setting this will actually modify the scale to achieve the value set\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'height',\n        get: function get() {\n            return this.scale.y * this.getLocalBounds().height;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            var height = this.getLocalBounds().height;\n\n            if (height !== 0) {\n                this.scale.y = value / height;\n            } else {\n                this.scale.y = 1;\n            }\n\n            this._height = value;\n        }\n    }]);\n\n    return Container;\n}(_DisplayObject3.default);\n\n// performance increase to avoid using call.. (10x faster)\n\n\nexports.default = Container;\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n//# sourceMappingURL=Container.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/display/Container.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/display/DisplayObject.js":
/*!****************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/display/DisplayObject.js ***!
  \****************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _eventemitter = __webpack_require__(/*! eventemitter3 */ \"./node_modules/eventemitter3/index.js\");\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _const = __webpack_require__(/*! ../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _settings = __webpack_require__(/*! ../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _TransformStatic = __webpack_require__(/*! ./TransformStatic */ \"./node_modules/pixi.js/lib/core/display/TransformStatic.js\");\n\nvar _TransformStatic2 = _interopRequireDefault(_TransformStatic);\n\nvar _Transform = __webpack_require__(/*! ./Transform */ \"./node_modules/pixi.js/lib/core/display/Transform.js\");\n\nvar _Transform2 = _interopRequireDefault(_Transform);\n\nvar _Bounds = __webpack_require__(/*! ./Bounds */ \"./node_modules/pixi.js/lib/core/display/Bounds.js\");\n\nvar _Bounds2 = _interopRequireDefault(_Bounds);\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n// _tempDisplayObjectParent = new DisplayObject();\n\n/**\n * The base class for all objects that are rendered on the screen.\n * This is an abstract class and should not be used on its own rather it should be extended.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar DisplayObject = function (_EventEmitter) {\n    _inherits(DisplayObject, _EventEmitter);\n\n    /**\n     *\n     */\n    function DisplayObject() {\n        _classCallCheck(this, DisplayObject);\n\n        var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n        var TransformClass = _settings2.default.TRANSFORM_MODE === _const.TRANSFORM_MODE.STATIC ? _TransformStatic2.default : _Transform2.default;\n\n        _this.tempDisplayObjectParent = null;\n\n        // TODO: need to create Transform from factory\n        /**\n         * World transform and local transform of this object.\n         * This will become read-only later, please do not assign anything there unless you know what are you doing\n         *\n         * @member {PIXI.TransformBase}\n         */\n        _this.transform = new TransformClass();\n\n        /**\n         * The opacity of the object.\n         *\n         * @member {number}\n         */\n        _this.alpha = 1;\n\n        /**\n         * The visibility of the object. If false the object will not be drawn, and\n         * the updateTransform function will not be called.\n         *\n         * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually\n         *\n         * @member {boolean}\n         */\n        _this.visible = true;\n\n        /**\n         * Can this object be rendered, if false the object will not be drawn but the updateTransform\n         * methods will still be called.\n         *\n         * Only affects recursive calls from parent. You can ask for bounds manually\n         *\n         * @member {boolean}\n         */\n        _this.renderable = true;\n\n        /**\n         * The display object container that contains this display object.\n         *\n         * @member {PIXI.Container}\n         * @readonly\n         */\n        _this.parent = null;\n\n        /**\n         * The multiplied alpha of the displayObject\n         *\n         * @member {number}\n         * @readonly\n         */\n        _this.worldAlpha = 1;\n\n        /**\n         * The area the filter is applied to. This is used as more of an optimisation\n         * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle\n         *\n         * Also works as an interaction mask\n         *\n         * @member {PIXI.Rectangle}\n         */\n        _this.filterArea = null;\n\n        _this._filters = null;\n        _this._enabledFilters = null;\n\n        /**\n         * The bounds object, this is used to calculate and store the bounds of the displayObject\n         *\n         * @member {PIXI.Rectangle}\n         * @private\n         */\n        _this._bounds = new _Bounds2.default();\n        _this._boundsID = 0;\n        _this._lastBoundsID = -1;\n        _this._boundsRect = null;\n        _this._localBoundsRect = null;\n\n        /**\n         * The original, cached mask of the object\n         *\n         * @member {PIXI.Graphics|PIXI.Sprite}\n         * @private\n         */\n        _this._mask = null;\n\n        /**\n         * If the object has been destroyed via destroy(). If true, it should not be used.\n         *\n         * @member {boolean}\n         * @private\n         * @readonly\n         */\n        _this._destroyed = false;\n\n        /**\n         * Fired when this DisplayObject is added to a Container.\n         *\n         * @event PIXI.DisplayObject#added\n         * @param {PIXI.Container} container - The container added to.\n         */\n\n        /**\n         * Fired when this DisplayObject is removed from a Container.\n         *\n         * @event PIXI.DisplayObject#removed\n         * @param {PIXI.Container} container - The container removed from.\n         */\n        return _this;\n    }\n\n    /**\n     * @private\n     * @member {PIXI.DisplayObject}\n     */\n\n\n    /**\n     * Updates the object transform for rendering\n     *\n     * TODO - Optimization pass!\n     */\n    DisplayObject.prototype.updateTransform = function updateTransform() {\n        this.transform.updateTransform(this.parent.transform);\n        // multiply the alphas..\n        this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n        this._bounds.updateID++;\n    };\n\n    /**\n     * recursively updates transform of all objects from the root to this one\n     * internal function for toLocal()\n     */\n\n\n    DisplayObject.prototype._recursivePostUpdateTransform = function _recursivePostUpdateTransform() {\n        if (this.parent) {\n            this.parent._recursivePostUpdateTransform();\n            this.transform.updateTransform(this.parent.transform);\n        } else {\n            this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n        }\n    };\n\n    /**\n     * Retrieves the bounds of the displayObject as a rectangle object.\n     *\n     * @param {boolean} skipUpdate - setting to true will stop the transforms of the scene graph from\n     *  being updated. This means the calculation returned MAY be out of date BUT will give you a\n     *  nice performance boost\n     * @param {PIXI.Rectangle} rect - Optional rectangle to store the result of the bounds calculation\n     * @return {PIXI.Rectangle} the rectangular bounding area\n     */\n\n\n    DisplayObject.prototype.getBounds = function getBounds(skipUpdate, rect) {\n        if (!skipUpdate) {\n            if (!this.parent) {\n                this.parent = this._tempDisplayObjectParent;\n                this.updateTransform();\n                this.parent = null;\n            } else {\n                this._recursivePostUpdateTransform();\n                this.updateTransform();\n            }\n        }\n\n        if (this._boundsID !== this._lastBoundsID) {\n            this.calculateBounds();\n        }\n\n        if (!rect) {\n            if (!this._boundsRect) {\n                this._boundsRect = new _math.Rectangle();\n            }\n\n            rect = this._boundsRect;\n        }\n\n        return this._bounds.getRectangle(rect);\n    };\n\n    /**\n     * Retrieves the local bounds of the displayObject as a rectangle object\n     *\n     * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation\n     * @return {PIXI.Rectangle} the rectangular bounding area\n     */\n\n\n    DisplayObject.prototype.getLocalBounds = function getLocalBounds(rect) {\n        var transformRef = this.transform;\n        var parentRef = this.parent;\n\n        this.parent = null;\n        this.transform = this._tempDisplayObjectParent.transform;\n\n        if (!rect) {\n            if (!this._localBoundsRect) {\n                this._localBoundsRect = new _math.Rectangle();\n            }\n\n            rect = this._localBoundsRect;\n        }\n\n        var bounds = this.getBounds(false, rect);\n\n        this.parent = parentRef;\n        this.transform = transformRef;\n\n        return bounds;\n    };\n\n    /**\n     * Calculates the global position of the display object\n     *\n     * @param {PIXI.Point} position - The world origin to calculate from\n     * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n     *  (otherwise will create a new Point)\n     * @param {boolean} [skipUpdate=false] - Should we skip the update transform.\n     * @return {PIXI.Point} A point object representing the position of this object\n     */\n\n\n    DisplayObject.prototype.toGlobal = function toGlobal(position, point) {\n        var skipUpdate = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n\n        if (!skipUpdate) {\n            this._recursivePostUpdateTransform();\n\n            // this parent check is for just in case the item is a root object.\n            // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n            // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n            if (!this.parent) {\n                this.parent = this._tempDisplayObjectParent;\n                this.displayObjectUpdateTransform();\n                this.parent = null;\n            } else {\n                this.displayObjectUpdateTransform();\n            }\n        }\n\n        // don't need to update the lot\n        return this.worldTransform.apply(position, point);\n    };\n\n    /**\n     * Calculates the local position of the display object relative to another point\n     *\n     * @param {PIXI.Point} position - The world origin to calculate from\n     * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from\n     * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n     *  (otherwise will create a new Point)\n     * @param {boolean} [skipUpdate=false] - Should we skip the update transform\n     * @return {PIXI.Point} A point object representing the position of this object\n     */\n\n\n    DisplayObject.prototype.toLocal = function toLocal(position, from, point, skipUpdate) {\n        if (from) {\n            position = from.toGlobal(position, point, skipUpdate);\n        }\n\n        if (!skipUpdate) {\n            this._recursivePostUpdateTransform();\n\n            // this parent check is for just in case the item is a root object.\n            // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n            // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n            if (!this.parent) {\n                this.parent = this._tempDisplayObjectParent;\n                this.displayObjectUpdateTransform();\n                this.parent = null;\n            } else {\n                this.displayObjectUpdateTransform();\n            }\n        }\n\n        // simply apply the matrix..\n        return this.worldTransform.applyInverse(position, point);\n    };\n\n    /**\n     * Renders the object using the WebGL renderer\n     *\n     * @param {PIXI.WebGLRenderer} renderer - The renderer\n     */\n\n\n    DisplayObject.prototype.renderWebGL = function renderWebGL(renderer) // eslint-disable-line no-unused-vars\n    {}\n    // OVERWRITE;\n\n\n    /**\n     * Renders the object using the Canvas renderer\n     *\n     * @param {PIXI.CanvasRenderer} renderer - The renderer\n     */\n    ;\n\n    DisplayObject.prototype.renderCanvas = function renderCanvas(renderer) // eslint-disable-line no-unused-vars\n    {}\n    // OVERWRITE;\n\n\n    /**\n     * Set the parent Container of this DisplayObject\n     *\n     * @param {PIXI.Container} container - The Container to add this DisplayObject to\n     * @return {PIXI.Container} The Container that this DisplayObject was added to\n     */\n    ;\n\n    DisplayObject.prototype.setParent = function setParent(container) {\n        if (!container || !container.addChild) {\n            throw new Error('setParent: Argument must be a Container');\n        }\n\n        container.addChild(this);\n\n        return container;\n    };\n\n    /**\n     * Convenience function to set the position, scale, skew and pivot at once.\n     *\n     * @param {number} [x=0] - The X position\n     * @param {number} [y=0] - The Y position\n     * @param {number} [scaleX=1] - The X scale value\n     * @param {number} [scaleY=1] - The Y scale value\n     * @param {number} [rotation=0] - The rotation\n     * @param {number} [skewX=0] - The X skew value\n     * @param {number} [skewY=0] - The Y skew value\n     * @param {number} [pivotX=0] - The X pivot value\n     * @param {number} [pivotY=0] - The Y pivot value\n     * @return {PIXI.DisplayObject} The DisplayObject instance\n     */\n\n\n    DisplayObject.prototype.setTransform = function setTransform() {\n        var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n        var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n        var scaleX = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n        var scaleY = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n        var rotation = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;\n        var skewX = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n        var skewY = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : 0;\n        var pivotX = arguments.length > 7 && arguments[7] !== undefined ? arguments[7] : 0;\n        var pivotY = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : 0;\n\n        this.position.x = x;\n        this.position.y = y;\n        this.scale.x = !scaleX ? 1 : scaleX;\n        this.scale.y = !scaleY ? 1 : scaleY;\n        this.rotation = rotation;\n        this.skew.x = skewX;\n        this.skew.y = skewY;\n        this.pivot.x = pivotX;\n        this.pivot.y = pivotY;\n\n        return this;\n    };\n\n    /**\n     * Base destroy method for generic display objects. This will automatically\n     * remove the display object from its parent Container as well as remove\n     * all current event listeners and internal references. Do not use a DisplayObject\n     * after calling `destroy`.\n     *\n     */\n\n\n    DisplayObject.prototype.destroy = function destroy() {\n        this.removeAllListeners();\n        if (this.parent) {\n            this.parent.removeChild(this);\n        }\n        this.transform = null;\n\n        this.parent = null;\n\n        this._bounds = null;\n        this._currentBounds = null;\n        this._mask = null;\n\n        this.filterArea = null;\n\n        this.interactive = false;\n        this.interactiveChildren = false;\n\n        this._destroyed = true;\n    };\n\n    /**\n     * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n     * An alias to position.x\n     *\n     * @member {number}\n     */\n\n\n    _createClass(DisplayObject, [{\n        key: '_tempDisplayObjectParent',\n        get: function get() {\n            if (this.tempDisplayObjectParent === null) {\n                this.tempDisplayObjectParent = new DisplayObject();\n            }\n\n            return this.tempDisplayObjectParent;\n        }\n    }, {\n        key: 'x',\n        get: function get() {\n            return this.position.x;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.transform.position.x = value;\n        }\n\n        /**\n         * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n         * An alias to position.y\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'y',\n        get: function get() {\n            return this.position.y;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.transform.position.y = value;\n        }\n\n        /**\n         * Current transform of the object based on world (parent) factors\n         *\n         * @member {PIXI.Matrix}\n         * @readonly\n         */\n\n    }, {\n        key: 'worldTransform',\n        get: function get() {\n            return this.transform.worldTransform;\n        }\n\n        /**\n         * Current transform of the object based on local factors: position, scale, other stuff\n         *\n         * @member {PIXI.Matrix}\n         * @readonly\n         */\n\n    }, {\n        key: 'localTransform',\n        get: function get() {\n            return this.transform.localTransform;\n        }\n\n        /**\n         * The coordinate of the object relative to the local coordinates of the parent.\n         * Assignment by value since pixi-v4.\n         *\n         * @member {PIXI.Point|PIXI.ObservablePoint}\n         */\n\n    }, {\n        key: 'position',\n        get: function get() {\n            return this.transform.position;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.transform.position.copy(value);\n        }\n\n        /**\n         * The scale factor of the object.\n         * Assignment by value since pixi-v4.\n         *\n         * @member {PIXI.Point|PIXI.ObservablePoint}\n         */\n\n    }, {\n        key: 'scale',\n        get: function get() {\n            return this.transform.scale;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.transform.scale.copy(value);\n        }\n\n        /**\n         * The pivot point of the displayObject that it rotates around\n         * Assignment by value since pixi-v4.\n         *\n         * @member {PIXI.Point|PIXI.ObservablePoint}\n         */\n\n    }, {\n        key: 'pivot',\n        get: function get() {\n            return this.transform.pivot;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.transform.pivot.copy(value);\n        }\n\n        /**\n         * The skew factor for the object in radians.\n         * Assignment by value since pixi-v4.\n         *\n         * @member {PIXI.ObservablePoint}\n         */\n\n    }, {\n        key: 'skew',\n        get: function get() {\n            return this.transform.skew;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.transform.skew.copy(value);\n        }\n\n        /**\n         * The rotation of the object in radians.\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'rotation',\n        get: function get() {\n            return this.transform.rotation;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.transform.rotation = value;\n        }\n\n        /**\n         * Indicates if the object is globally visible.\n         *\n         * @member {boolean}\n         * @readonly\n         */\n\n    }, {\n        key: 'worldVisible',\n        get: function get() {\n            var item = this;\n\n            do {\n                if (!item.visible) {\n                    return false;\n                }\n\n                item = item.parent;\n            } while (item);\n\n            return true;\n        }\n\n        /**\n         * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n         * object to the shape of the mask applied to it. In PIXI a regular mask must be a\n         * PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it\n         * utilises shape clipping. To remove a mask, set this property to null.\n         *\n         * @todo For the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n         *\n         * @member {PIXI.Graphics|PIXI.Sprite}\n         */\n\n    }, {\n        key: 'mask',\n        get: function get() {\n            return this._mask;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            if (this._mask) {\n                this._mask.renderable = true;\n                this._mask.isMask = false;\n            }\n\n            this._mask = value;\n\n            if (this._mask) {\n                this._mask.renderable = false;\n                this._mask.isMask = true;\n            }\n        }\n\n        /**\n         * Sets the filters for the displayObject.\n         * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.\n         * To remove filters simply set this property to 'null'\n         *\n         * @member {PIXI.Filter[]}\n         */\n\n    }, {\n        key: 'filters',\n        get: function get() {\n            return this._filters && this._filters.slice();\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this._filters = value && value.slice();\n        }\n    }]);\n\n    return DisplayObject;\n}(_eventemitter2.default);\n\n// performance increase to avoid using call.. (10x faster)\n\n\nexports.default = DisplayObject;\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n//# sourceMappingURL=DisplayObject.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/display/DisplayObject.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/display/Transform.js":
/*!************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/display/Transform.js ***!
  \************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _TransformBase2 = __webpack_require__(/*! ./TransformBase */ \"./node_modules/pixi.js/lib/core/display/TransformBase.js\");\n\nvar _TransformBase3 = _interopRequireDefault(_TransformBase2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * Generic class to deal with traditional 2D matrix transforms\n * local transformation is calculated from position,scale,skew and rotation\n *\n * @class\n * @extends PIXI.TransformBase\n * @memberof PIXI\n */\nvar Transform = function (_TransformBase) {\n  _inherits(Transform, _TransformBase);\n\n  /**\n   *\n   */\n  function Transform() {\n    _classCallCheck(this, Transform);\n\n    /**\n    * The coordinate of the object relative to the local coordinates of the parent.\n    *\n    * @member {PIXI.Point}\n    */\n    var _this = _possibleConstructorReturn(this, _TransformBase.call(this));\n\n    _this.position = new _math.Point(0, 0);\n\n    /**\n     * The scale factor of the object.\n     *\n     * @member {PIXI.Point}\n     */\n    _this.scale = new _math.Point(1, 1);\n\n    /**\n     * The skew amount, on the x and y axis.\n     *\n     * @member {PIXI.ObservablePoint}\n     */\n    _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0);\n\n    /**\n     * The pivot point of the displayObject that it rotates around\n     *\n     * @member {PIXI.Point}\n     */\n    _this.pivot = new _math.Point(0, 0);\n\n    /**\n     * The rotation value of the object, in radians\n     *\n     * @member {Number}\n     * @private\n     */\n    _this._rotation = 0;\n\n    _this._cx = 1; // cos rotation + skewY;\n    _this._sx = 0; // sin rotation + skewY;\n    _this._cy = 0; // cos rotation + Math.PI/2 - skewX;\n    _this._sy = 1; // sin rotation + Math.PI/2 - skewX;\n    return _this;\n  }\n\n  /**\n   * Updates the skew values when the skew or rotation changes.\n   *\n   * @private\n   */\n\n\n  Transform.prototype.updateSkew = function updateSkew() {\n    this._cx = Math.cos(this._rotation + this.skew._y);\n    this._sx = Math.sin(this._rotation + this.skew._y);\n    this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2\n    this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2\n  };\n\n  /**\n   * Updates only local matrix\n   */\n\n\n  Transform.prototype.updateLocalTransform = function updateLocalTransform() {\n    var lt = this.localTransform;\n\n    lt.a = this._cx * this.scale.x;\n    lt.b = this._sx * this.scale.x;\n    lt.c = this._cy * this.scale.y;\n    lt.d = this._sy * this.scale.y;\n\n    lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c);\n    lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d);\n  };\n\n  /**\n   * Updates the values of the object and applies the parent's transform.\n   *\n   * @param {PIXI.Transform} parentTransform - The transform of the parent of this object\n   */\n\n\n  Transform.prototype.updateTransform = function updateTransform(parentTransform) {\n    var lt = this.localTransform;\n\n    lt.a = this._cx * this.scale.x;\n    lt.b = this._sx * this.scale.x;\n    lt.c = this._cy * this.scale.y;\n    lt.d = this._sy * this.scale.y;\n\n    lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c);\n    lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d);\n\n    // concat the parent matrix with the objects transform.\n    var pt = parentTransform.worldTransform;\n    var wt = this.worldTransform;\n\n    wt.a = lt.a * pt.a + lt.b * pt.c;\n    wt.b = lt.a * pt.b + lt.b * pt.d;\n    wt.c = lt.c * pt.a + lt.d * pt.c;\n    wt.d = lt.c * pt.b + lt.d * pt.d;\n    wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx;\n    wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty;\n\n    this._worldID++;\n  };\n\n  /**\n   * Decomposes a matrix and sets the transforms properties based on it.\n   *\n   * @param {PIXI.Matrix} matrix - The matrix to decompose\n   */\n\n\n  Transform.prototype.setFromMatrix = function setFromMatrix(matrix) {\n    matrix.decompose(this);\n  };\n\n  /**\n   * The rotation of the object in radians.\n   *\n   * @member {number}\n   */\n\n\n  _createClass(Transform, [{\n    key: 'rotation',\n    get: function get() {\n      return this._rotation;\n    },\n    set: function set(value) // eslint-disable-line require-jsdoc\n    {\n      this._rotation = value;\n      this.updateSkew();\n    }\n  }]);\n\n  return Transform;\n}(_TransformBase3.default);\n\nexports.default = Transform;\n//# sourceMappingURL=Transform.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/display/Transform.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/display/TransformBase.js":
/*!****************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/display/TransformBase.js ***!
  \****************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Generic class to deal with traditional 2D matrix transforms\n *\n * @class\n * @memberof PIXI\n */\nvar TransformBase = function () {\n  /**\n   *\n   */\n  function TransformBase() {\n    _classCallCheck(this, TransformBase);\n\n    /**\n     * The global matrix transform. It can be swapped temporarily by some functions like getLocalBounds()\n     *\n     * @member {PIXI.Matrix}\n     */\n    this.worldTransform = new _math.Matrix();\n\n    /**\n     * The local matrix transform\n     *\n     * @member {PIXI.Matrix}\n     */\n    this.localTransform = new _math.Matrix();\n\n    this._worldID = 0;\n    this._parentID = 0;\n  }\n\n  /**\n   * TransformBase does not have decomposition, so this function wont do anything\n   */\n\n\n  TransformBase.prototype.updateLocalTransform = function updateLocalTransform() {}\n  // empty\n\n\n  /**\n   * Updates the values of the object and applies the parent's transform.\n   *\n   * @param {PIXI.TransformBase} parentTransform - The transform of the parent of this object\n   */\n  ;\n\n  TransformBase.prototype.updateTransform = function updateTransform(parentTransform) {\n    var pt = parentTransform.worldTransform;\n    var wt = this.worldTransform;\n    var lt = this.localTransform;\n\n    // concat the parent matrix with the objects transform.\n    wt.a = lt.a * pt.a + lt.b * pt.c;\n    wt.b = lt.a * pt.b + lt.b * pt.d;\n    wt.c = lt.c * pt.a + lt.d * pt.c;\n    wt.d = lt.c * pt.b + lt.d * pt.d;\n    wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx;\n    wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty;\n\n    this._worldID++;\n  };\n\n  return TransformBase;\n}();\n\n/**\n * Updates the values of the object and applies the parent's transform.\n * @param  parentTransform {PIXI.Transform} The transform of the parent of this object\n *\n */\n\n\nexports.default = TransformBase;\nTransformBase.prototype.updateWorldTransform = TransformBase.prototype.updateTransform;\n\nTransformBase.IDENTITY = new TransformBase();\n//# sourceMappingURL=TransformBase.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/display/TransformBase.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/display/TransformStatic.js":
/*!******************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/display/TransformStatic.js ***!
  \******************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _TransformBase2 = __webpack_require__(/*! ./TransformBase */ \"./node_modules/pixi.js/lib/core/display/TransformBase.js\");\n\nvar _TransformBase3 = _interopRequireDefault(_TransformBase2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * Transform that takes care about its versions\n *\n * @class\n * @extends PIXI.TransformBase\n * @memberof PIXI\n */\nvar TransformStatic = function (_TransformBase) {\n    _inherits(TransformStatic, _TransformBase);\n\n    /**\n     *\n     */\n    function TransformStatic() {\n        _classCallCheck(this, TransformStatic);\n\n        /**\n        * The coordinate of the object relative to the local coordinates of the parent.\n        *\n        * @member {PIXI.ObservablePoint}\n        */\n        var _this = _possibleConstructorReturn(this, _TransformBase.call(this));\n\n        _this.position = new _math.ObservablePoint(_this.onChange, _this, 0, 0);\n\n        /**\n         * The scale factor of the object.\n         *\n         * @member {PIXI.ObservablePoint}\n         */\n        _this.scale = new _math.ObservablePoint(_this.onChange, _this, 1, 1);\n\n        /**\n         * The pivot point of the displayObject that it rotates around\n         *\n         * @member {PIXI.ObservablePoint}\n         */\n        _this.pivot = new _math.ObservablePoint(_this.onChange, _this, 0, 0);\n\n        /**\n         * The skew amount, on the x and y axis.\n         *\n         * @member {PIXI.ObservablePoint}\n         */\n        _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0);\n\n        _this._rotation = 0;\n\n        _this._cx = 1; // cos rotation + skewY;\n        _this._sx = 0; // sin rotation + skewY;\n        _this._cy = 0; // cos rotation + Math.PI/2 - skewX;\n        _this._sy = 1; // sin rotation + Math.PI/2 - skewX;\n\n        _this._localID = 0;\n        _this._currentLocalID = 0;\n        return _this;\n    }\n\n    /**\n     * Called when a value changes.\n     *\n     * @private\n     */\n\n\n    TransformStatic.prototype.onChange = function onChange() {\n        this._localID++;\n    };\n\n    /**\n     * Called when skew or rotation changes\n     *\n     * @private\n     */\n\n\n    TransformStatic.prototype.updateSkew = function updateSkew() {\n        this._cx = Math.cos(this._rotation + this.skew._y);\n        this._sx = Math.sin(this._rotation + this.skew._y);\n        this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2\n        this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2\n\n        this._localID++;\n    };\n\n    /**\n     * Updates only local matrix\n     */\n\n\n    TransformStatic.prototype.updateLocalTransform = function updateLocalTransform() {\n        var lt = this.localTransform;\n\n        if (this._localID !== this._currentLocalID) {\n            // get the matrix values of the displayobject based on its transform properties..\n            lt.a = this._cx * this.scale._x;\n            lt.b = this._sx * this.scale._x;\n            lt.c = this._cy * this.scale._y;\n            lt.d = this._sy * this.scale._y;\n\n            lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c);\n            lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d);\n            this._currentLocalID = this._localID;\n\n            // force an update..\n            this._parentID = -1;\n        }\n    };\n\n    /**\n     * Updates the values of the object and applies the parent's transform.\n     *\n     * @param {PIXI.Transform} parentTransform - The transform of the parent of this object\n     */\n\n\n    TransformStatic.prototype.updateTransform = function updateTransform(parentTransform) {\n        var lt = this.localTransform;\n\n        if (this._localID !== this._currentLocalID) {\n            // get the matrix values of the displayobject based on its transform properties..\n            lt.a = this._cx * this.scale._x;\n            lt.b = this._sx * this.scale._x;\n            lt.c = this._cy * this.scale._y;\n            lt.d = this._sy * this.scale._y;\n\n            lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c);\n            lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d);\n            this._currentLocalID = this._localID;\n\n            // force an update..\n            this._parentID = -1;\n        }\n\n        if (this._parentID !== parentTransform._worldID) {\n            // concat the parent matrix with the objects transform.\n            var pt = parentTransform.worldTransform;\n            var wt = this.worldTransform;\n\n            wt.a = lt.a * pt.a + lt.b * pt.c;\n            wt.b = lt.a * pt.b + lt.b * pt.d;\n            wt.c = lt.c * pt.a + lt.d * pt.c;\n            wt.d = lt.c * pt.b + lt.d * pt.d;\n            wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx;\n            wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty;\n\n            this._parentID = parentTransform._worldID;\n\n            // update the id of the transform..\n            this._worldID++;\n        }\n    };\n\n    /**\n     * Decomposes a matrix and sets the transforms properties based on it.\n     *\n     * @param {PIXI.Matrix} matrix - The matrix to decompose\n     */\n\n\n    TransformStatic.prototype.setFromMatrix = function setFromMatrix(matrix) {\n        matrix.decompose(this);\n        this._localID++;\n    };\n\n    /**\n     * The rotation of the object in radians.\n     *\n     * @member {number}\n     */\n\n\n    _createClass(TransformStatic, [{\n        key: 'rotation',\n        get: function get() {\n            return this._rotation;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this._rotation = value;\n            this.updateSkew();\n        }\n    }]);\n\n    return TransformStatic;\n}(_TransformBase3.default);\n\nexports.default = TransformStatic;\n//# sourceMappingURL=TransformStatic.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/display/TransformStatic.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/Graphics.js":
/*!************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/Graphics.js ***!
  \************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Container2 = __webpack_require__(/*! ../display/Container */ \"./node_modules/pixi.js/lib/core/display/Container.js\");\n\nvar _Container3 = _interopRequireDefault(_Container2);\n\nvar _RenderTexture = __webpack_require__(/*! ../textures/RenderTexture */ \"./node_modules/pixi.js/lib/core/textures/RenderTexture.js\");\n\nvar _RenderTexture2 = _interopRequireDefault(_RenderTexture);\n\nvar _Texture = __webpack_require__(/*! ../textures/Texture */ \"./node_modules/pixi.js/lib/core/textures/Texture.js\");\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _GraphicsData = __webpack_require__(/*! ./GraphicsData */ \"./node_modules/pixi.js/lib/core/graphics/GraphicsData.js\");\n\nvar _GraphicsData2 = _interopRequireDefault(_GraphicsData);\n\nvar _Sprite = __webpack_require__(/*! ../sprites/Sprite */ \"./node_modules/pixi.js/lib/core/sprites/Sprite.js\");\n\nvar _Sprite2 = _interopRequireDefault(_Sprite);\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _utils = __webpack_require__(/*! ../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _const = __webpack_require__(/*! ../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _Bounds = __webpack_require__(/*! ../display/Bounds */ \"./node_modules/pixi.js/lib/core/display/Bounds.js\");\n\nvar _Bounds2 = _interopRequireDefault(_Bounds);\n\nvar _bezierCurveTo2 = __webpack_require__(/*! ./utils/bezierCurveTo */ \"./node_modules/pixi.js/lib/core/graphics/utils/bezierCurveTo.js\");\n\nvar _bezierCurveTo3 = _interopRequireDefault(_bezierCurveTo2);\n\nvar _CanvasRenderer = __webpack_require__(/*! ../renderers/canvas/CanvasRenderer */ \"./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js\");\n\nvar _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar canvasRenderer = void 0;\nvar tempMatrix = new _math.Matrix();\nvar tempPoint = new _math.Point();\nvar tempColor1 = new Float32Array(4);\nvar tempColor2 = new Float32Array(4);\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\n\nvar Graphics = function (_Container) {\n    _inherits(Graphics, _Container);\n\n    /**\n     *\n     * @param {boolean} [nativeLines=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n     */\n    function Graphics() {\n        var nativeLines = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;\n\n        _classCallCheck(this, Graphics);\n\n        /**\n         * The alpha value used when filling the Graphics object.\n         *\n         * @member {number}\n         * @default 1\n         */\n        var _this = _possibleConstructorReturn(this, _Container.call(this));\n\n        _this.fillAlpha = 1;\n\n        /**\n         * The width (thickness) of any lines drawn.\n         *\n         * @member {number}\n         * @default 0\n         */\n        _this.lineWidth = 0;\n\n        /**\n         * If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n         *\n         * @member {boolean}\n         */\n        _this.nativeLines = nativeLines;\n\n        /**\n         * The color of any lines drawn.\n         *\n         * @member {string}\n         * @default 0\n         */\n        _this.lineColor = 0;\n\n        /**\n         * The alignment of any lines drawn (0.5 = middle, 1 = outter, 0 = inner).\n         *\n         * @member {number}\n         * @default 0\n         */\n        _this.lineAlignment = 0.5;\n\n        /**\n         * Graphics data\n         *\n         * @member {PIXI.GraphicsData[]}\n         * @private\n         */\n        _this.graphicsData = [];\n\n        /**\n         * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to\n         * reset the tint.\n         *\n         * @member {number}\n         * @default 0xFFFFFF\n         */\n        _this.tint = 0xFFFFFF;\n\n        /**\n         * The previous tint applied to the graphic shape. Used to compare to the current tint and\n         * check if theres change.\n         *\n         * @member {number}\n         * @private\n         * @default 0xFFFFFF\n         */\n        _this._prevTint = 0xFFFFFF;\n\n        /**\n         * The blend mode to be applied to the graphic shape. Apply a value of\n         * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n         *\n         * @member {number}\n         * @default PIXI.BLEND_MODES.NORMAL;\n         * @see PIXI.BLEND_MODES\n         */\n        _this.blendMode = _const.BLEND_MODES.NORMAL;\n\n        /**\n         * Current path\n         *\n         * @member {PIXI.GraphicsData}\n         * @private\n         */\n        _this.currentPath = null;\n\n        /**\n         * Array containing some WebGL-related properties used by the WebGL renderer.\n         *\n         * @member {object<number, object>}\n         * @private\n         */\n        // TODO - _webgl should use a prototype object, not a random undocumented object...\n        _this._webGL = {};\n\n        /**\n         * Whether this shape is being used as a mask.\n         *\n         * @member {boolean}\n         */\n        _this.isMask = false;\n\n        /**\n         * The bounds' padding used for bounds calculation.\n         *\n         * @member {number}\n         */\n        _this.boundsPadding = 0;\n\n        /**\n         * A cache of the local bounds to prevent recalculation.\n         *\n         * @member {PIXI.Rectangle}\n         * @private\n         */\n        _this._localBounds = new _Bounds2.default();\n\n        /**\n         * Used to detect if the graphics object has changed. If this is set to true then the graphics\n         * object will be recalculated.\n         *\n         * @member {boolean}\n         * @private\n         */\n        _this.dirty = 0;\n\n        /**\n         * Used to detect if we need to do a fast rect check using the id compare method\n         * @type {Number}\n         */\n        _this.fastRectDirty = -1;\n\n        /**\n         * Used to detect if we clear the graphics webGL data\n         * @type {Number}\n         */\n        _this.clearDirty = 0;\n\n        /**\n         * Used to detect if we we need to recalculate local bounds\n         * @type {Number}\n         */\n        _this.boundsDirty = -1;\n\n        /**\n         * Used to detect if the cached sprite object needs to be updated.\n         *\n         * @member {boolean}\n         * @private\n         */\n        _this.cachedSpriteDirty = false;\n\n        _this._spriteRect = null;\n        _this._fastRect = false;\n\n        /**\n         * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n         * This is useful if your graphics element does not change often, as it will speed up the rendering\n         * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n         * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n         * you are constantly redrawing the graphics element.\n         *\n         * @name cacheAsBitmap\n         * @member {boolean}\n         * @memberof PIXI.Graphics#\n         * @default false\n         */\n        return _this;\n    }\n\n    /**\n     * Creates a new Graphics object with the same values as this one.\n     * Note that the only the properties of the object are cloned, not its transform (position,scale,etc)\n     *\n     * @return {PIXI.Graphics} A clone of the graphics object\n     */\n\n\n    Graphics.prototype.clone = function clone() {\n        var clone = new Graphics();\n\n        clone.renderable = this.renderable;\n        clone.fillAlpha = this.fillAlpha;\n        clone.lineWidth = this.lineWidth;\n        clone.lineColor = this.lineColor;\n        clone.lineAlignment = this.lineAlignment;\n        clone.tint = this.tint;\n        clone.blendMode = this.blendMode;\n        clone.isMask = this.isMask;\n        clone.boundsPadding = this.boundsPadding;\n        clone.dirty = 0;\n        clone.cachedSpriteDirty = this.cachedSpriteDirty;\n\n        // copy graphics data\n        for (var i = 0; i < this.graphicsData.length; ++i) {\n            clone.graphicsData.push(this.graphicsData[i].clone());\n        }\n\n        clone.currentPath = clone.graphicsData[clone.graphicsData.length - 1];\n\n        clone.updateLocalBounds();\n\n        return clone;\n    };\n\n    /**\n     * Calculate length of quadratic curve\n     * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n     * for the detailed explanation of math behind this.\n     *\n     * @private\n     * @param {number} fromX - x-coordinate of curve start point\n     * @param {number} fromY - y-coordinate of curve start point\n     * @param {number} cpX - x-coordinate of curve control point\n     * @param {number} cpY - y-coordinate of curve control point\n     * @param {number} toX - x-coordinate of curve end point\n     * @param {number} toY - y-coordinate of curve end point\n     * @return {number} Length of quadratic curve\n     */\n\n\n    Graphics.prototype._quadraticCurveLength = function _quadraticCurveLength(fromX, fromY, cpX, cpY, toX, toY) {\n        var ax = fromX - (2.0 * cpX + toX);\n        var ay = fromY - (2.0 * cpY + toY);\n        var bx = 2.0 * ((cpX - 2.0) * fromX);\n        var by = 2.0 * ((cpY - 2.0) * fromY);\n        var a = 4.0 * (ax * ax + ay * ay);\n        var b = 4.0 * (ax * bx + ay * by);\n        var c = bx * bx + by * by;\n\n        var s = 2.0 * Math.sqrt(a + b + c);\n        var a2 = Math.sqrt(a);\n        var a32 = 2.0 * a * a2;\n        var c2 = 2.0 * Math.sqrt(c);\n        var ba = b / a2;\n\n        return (a32 * s + a2 * b * (s - c2) + (4.0 * c * a - b * b) * Math.log((2.0 * a2 + ba + s) / (ba + c2))) / (4.0 * a32);\n    };\n\n    /**\n     * Calculate length of bezier curve.\n     * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n     * Therefore numerical solution is used.\n     *\n     * @private\n     * @param {number} fromX - Starting point x\n     * @param {number} fromY - Starting point y\n     * @param {number} cpX - Control point x\n     * @param {number} cpY - Control point y\n     * @param {number} cpX2 - Second Control point x\n     * @param {number} cpY2 - Second Control point y\n     * @param {number} toX - Destination point x\n     * @param {number} toY - Destination point y\n     * @return {number} Length of bezier curve\n     */\n\n\n    Graphics.prototype._bezierCurveLength = function _bezierCurveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n        var n = 10;\n        var result = 0.0;\n        var t = 0.0;\n        var t2 = 0.0;\n        var t3 = 0.0;\n        var nt = 0.0;\n        var nt2 = 0.0;\n        var nt3 = 0.0;\n        var x = 0.0;\n        var y = 0.0;\n        var dx = 0.0;\n        var dy = 0.0;\n        var prevX = fromX;\n        var prevY = fromY;\n\n        for (var i = 1; i <= n; ++i) {\n            t = i / n;\n            t2 = t * t;\n            t3 = t2 * t;\n            nt = 1.0 - t;\n            nt2 = nt * nt;\n            nt3 = nt2 * nt;\n\n            x = nt3 * fromX + 3.0 * nt2 * t * cpX + 3.0 * nt * t2 * cpX2 + t3 * toX;\n            y = nt3 * fromY + 3.0 * nt2 * t * cpY + 3 * nt * t2 * cpY2 + t3 * toY;\n            dx = prevX - x;\n            dy = prevY - y;\n            prevX = x;\n            prevY = y;\n\n            result += Math.sqrt(dx * dx + dy * dy);\n        }\n\n        return result;\n    };\n\n    /**\n     * Calculate number of segments for the curve based on its length to ensure its smoothness.\n     *\n     * @private\n     * @param {number} length - length of curve\n     * @return {number} Number of segments\n     */\n\n\n    Graphics.prototype._segmentsCount = function _segmentsCount(length) {\n        var result = Math.ceil(length / Graphics.CURVES.maxLength);\n\n        if (result < Graphics.CURVES.minSegments) {\n            result = Graphics.CURVES.minSegments;\n        } else if (result > Graphics.CURVES.maxSegments) {\n            result = Graphics.CURVES.maxSegments;\n        }\n\n        return result;\n    };\n\n    /**\n     * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n     * method or the drawCircle() method.\n     *\n     * @param {number} [lineWidth=0] - width of the line to draw, will update the objects stored style\n     * @param {number} [color=0] - color of the line to draw, will update the objects stored style\n     * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style\n     * @param {number} [alignment=1] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.lineStyle = function lineStyle() {\n        var lineWidth = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n        var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n        var alpha = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n        var alignment = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0.5;\n\n        this.lineWidth = lineWidth;\n        this.lineColor = color;\n        this.lineAlpha = alpha;\n        this.lineAlignment = alignment;\n\n        if (this.currentPath) {\n            if (this.currentPath.shape.points.length) {\n                // halfway through a line? start a new one!\n                var shape = new _math.Polygon(this.currentPath.shape.points.slice(-2));\n\n                shape.closed = false;\n\n                this.drawShape(shape);\n            } else {\n                // otherwise its empty so lets just set the line properties\n                this.currentPath.lineWidth = this.lineWidth;\n                this.currentPath.lineColor = this.lineColor;\n                this.currentPath.lineAlpha = this.lineAlpha;\n                this.currentPath.lineAlignment = this.lineAlignment;\n            }\n        }\n\n        return this;\n    };\n\n    /**\n     * Moves the current drawing position to x, y.\n     *\n     * @param {number} x - the X coordinate to move to\n     * @param {number} y - the Y coordinate to move to\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.moveTo = function moveTo(x, y) {\n        var shape = new _math.Polygon([x, y]);\n\n        shape.closed = false;\n        this.drawShape(shape);\n\n        return this;\n    };\n\n    /**\n     * Draws a line using the current line style from the current drawing position to (x, y);\n     * The current drawing position is then set to (x, y).\n     *\n     * @param {number} x - the X coordinate to draw to\n     * @param {number} y - the Y coordinate to draw to\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.lineTo = function lineTo(x, y) {\n        this.currentPath.shape.points.push(x, y);\n        this.dirty++;\n\n        return this;\n    };\n\n    /**\n     * Calculate the points for a quadratic bezier curve and then draws it.\n     * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n     *\n     * @param {number} cpX - Control point x\n     * @param {number} cpY - Control point y\n     * @param {number} toX - Destination point x\n     * @param {number} toY - Destination point y\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.quadraticCurveTo = function quadraticCurveTo(cpX, cpY, toX, toY) {\n        if (this.currentPath) {\n            if (this.currentPath.shape.points.length === 0) {\n                this.currentPath.shape.points = [0, 0];\n            }\n        } else {\n            this.moveTo(0, 0);\n        }\n\n        var points = this.currentPath.shape.points;\n        var xa = 0;\n        var ya = 0;\n\n        if (points.length === 0) {\n            this.moveTo(0, 0);\n        }\n\n        var fromX = points[points.length - 2];\n        var fromY = points[points.length - 1];\n        var n = Graphics.CURVES.adaptive ? this._segmentsCount(this._quadraticCurveLength(fromX, fromY, cpX, cpY, toX, toY)) : 20;\n\n        for (var i = 1; i <= n; ++i) {\n            var j = i / n;\n\n            xa = fromX + (cpX - fromX) * j;\n            ya = fromY + (cpY - fromY) * j;\n\n            points.push(xa + (cpX + (toX - cpX) * j - xa) * j, ya + (cpY + (toY - cpY) * j - ya) * j);\n        }\n\n        this.dirty++;\n\n        return this;\n    };\n\n    /**\n     * Calculate the points for a bezier curve and then draws it.\n     *\n     * @param {number} cpX - Control point x\n     * @param {number} cpY - Control point y\n     * @param {number} cpX2 - Second Control point x\n     * @param {number} cpY2 - Second Control point y\n     * @param {number} toX - Destination point x\n     * @param {number} toY - Destination point y\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.bezierCurveTo = function bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) {\n        if (this.currentPath) {\n            if (this.currentPath.shape.points.length === 0) {\n                this.currentPath.shape.points = [0, 0];\n            }\n        } else {\n            this.moveTo(0, 0);\n        }\n\n        var points = this.currentPath.shape.points;\n\n        var fromX = points[points.length - 2];\n        var fromY = points[points.length - 1];\n\n        points.length -= 2;\n\n        var n = Graphics.CURVES.adaptive ? this._segmentsCount(this._bezierCurveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)) : 20;\n\n        (0, _bezierCurveTo3.default)(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, n, points);\n\n        this.dirty++;\n\n        return this;\n    };\n\n    /**\n     * The arcTo() method creates an arc/curve between two tangents on the canvas.\n     *\n     * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n     *\n     * @param {number} x1 - The x-coordinate of the beginning of the arc\n     * @param {number} y1 - The y-coordinate of the beginning of the arc\n     * @param {number} x2 - The x-coordinate of the end of the arc\n     * @param {number} y2 - The y-coordinate of the end of the arc\n     * @param {number} radius - The radius of the arc\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.arcTo = function arcTo(x1, y1, x2, y2, radius) {\n        if (this.currentPath) {\n            if (this.currentPath.shape.points.length === 0) {\n                this.currentPath.shape.points.push(x1, y1);\n            }\n        } else {\n            this.moveTo(x1, y1);\n        }\n\n        var points = this.currentPath.shape.points;\n        var fromX = points[points.length - 2];\n        var fromY = points[points.length - 1];\n        var a1 = fromY - y1;\n        var b1 = fromX - x1;\n        var a2 = y2 - y1;\n        var b2 = x2 - x1;\n        var mm = Math.abs(a1 * b2 - b1 * a2);\n\n        if (mm < 1.0e-8 || radius === 0) {\n            if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n                points.push(x1, y1);\n            }\n        } else {\n            var dd = a1 * a1 + b1 * b1;\n            var cc = a2 * a2 + b2 * b2;\n            var tt = a1 * a2 + b1 * b2;\n            var k1 = radius * Math.sqrt(dd) / mm;\n            var k2 = radius * Math.sqrt(cc) / mm;\n            var j1 = k1 * tt / dd;\n            var j2 = k2 * tt / cc;\n            var cx = k1 * b2 + k2 * b1;\n            var cy = k1 * a2 + k2 * a1;\n            var px = b1 * (k2 + j1);\n            var py = a1 * (k2 + j1);\n            var qx = b2 * (k1 + j2);\n            var qy = a2 * (k1 + j2);\n            var startAngle = Math.atan2(py - cy, px - cx);\n            var endAngle = Math.atan2(qy - cy, qx - cx);\n\n            this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);\n        }\n\n        this.dirty++;\n\n        return this;\n    };\n\n    /**\n     * The arc method creates an arc/curve (used to create circles, or parts of circles).\n     *\n     * @param {number} cx - The x-coordinate of the center of the circle\n     * @param {number} cy - The y-coordinate of the center of the circle\n     * @param {number} radius - The radius of the circle\n     * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n     *  of the arc's circle)\n     * @param {number} endAngle - The ending angle, in radians\n     * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be\n     *  counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n     *  indicates counter-clockwise.\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.arc = function arc(cx, cy, radius, startAngle, endAngle) {\n        var anticlockwise = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : false;\n\n        if (startAngle === endAngle) {\n            return this;\n        }\n\n        if (!anticlockwise && endAngle <= startAngle) {\n            endAngle += _const.PI_2;\n        } else if (anticlockwise && startAngle <= endAngle) {\n            startAngle += _const.PI_2;\n        }\n\n        var sweep = endAngle - startAngle;\n        var segs = Graphics.CURVES.adaptive ? this._segmentsCount(Math.abs(sweep) * radius) : Math.ceil(Math.abs(sweep) / _const.PI_2) * 40;\n\n        if (sweep === 0) {\n            return this;\n        }\n\n        var startX = cx + Math.cos(startAngle) * radius;\n        var startY = cy + Math.sin(startAngle) * radius;\n\n        // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n        var points = this.currentPath ? this.currentPath.shape.points : null;\n\n        if (points) {\n            if (points[points.length - 2] !== startX || points[points.length - 1] !== startY) {\n                points.push(startX, startY);\n            }\n        } else {\n            this.moveTo(startX, startY);\n            points = this.currentPath.shape.points;\n        }\n\n        var theta = sweep / (segs * 2);\n        var theta2 = theta * 2;\n\n        var cTheta = Math.cos(theta);\n        var sTheta = Math.sin(theta);\n\n        var segMinus = segs - 1;\n\n        var remainder = segMinus % 1 / segMinus;\n\n        for (var i = 0; i <= segMinus; ++i) {\n            var real = i + remainder * i;\n\n            var angle = theta + startAngle + theta2 * real;\n\n            var c = Math.cos(angle);\n            var s = -Math.sin(angle);\n\n            points.push((cTheta * c + sTheta * s) * radius + cx, (cTheta * -s + sTheta * c) * radius + cy);\n        }\n\n        this.dirty++;\n\n        return this;\n    };\n\n    /**\n     * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n     * (such as lineTo() or drawCircle()) use when drawing.\n     *\n     * @param {number} [color=0] - the color of the fill\n     * @param {number} [alpha=1] - the alpha of the fill\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.beginFill = function beginFill() {\n        var color = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n        var alpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n\n        this.filling = true;\n        this.fillColor = color;\n        this.fillAlpha = alpha;\n\n        if (this.currentPath) {\n            if (this.currentPath.shape.points.length <= 2) {\n                this.currentPath.fill = this.filling;\n                this.currentPath.fillColor = this.fillColor;\n                this.currentPath.fillAlpha = this.fillAlpha;\n            }\n        }\n\n        return this;\n    };\n\n    /**\n     * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n     *\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.endFill = function endFill() {\n        this.filling = false;\n        this.fillColor = null;\n        this.fillAlpha = 1;\n\n        return this;\n    };\n\n    /**\n     *\n     * @param {number} x - The X coord of the top-left of the rectangle\n     * @param {number} y - The Y coord of the top-left of the rectangle\n     * @param {number} width - The width of the rectangle\n     * @param {number} height - The height of the rectangle\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.drawRect = function drawRect(x, y, width, height) {\n        this.drawShape(new _math.Rectangle(x, y, width, height));\n\n        return this;\n    };\n\n    /**\n     *\n     * @param {number} x - The X coord of the top-left of the rectangle\n     * @param {number} y - The Y coord of the top-left of the rectangle\n     * @param {number} width - The width of the rectangle\n     * @param {number} height - The height of the rectangle\n     * @param {number} radius - Radius of the rectangle corners\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.drawRoundedRect = function drawRoundedRect(x, y, width, height, radius) {\n        this.drawShape(new _math.RoundedRectangle(x, y, width, height, radius));\n\n        return this;\n    };\n\n    /**\n     * Draws a circle.\n     *\n     * @param {number} x - The X coordinate of the center of the circle\n     * @param {number} y - The Y coordinate of the center of the circle\n     * @param {number} radius - The radius of the circle\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.drawCircle = function drawCircle(x, y, radius) {\n        this.drawShape(new _math.Circle(x, y, radius));\n\n        return this;\n    };\n\n    /**\n     * Draws an ellipse.\n     *\n     * @param {number} x - The X coordinate of the center of the ellipse\n     * @param {number} y - The Y coordinate of the center of the ellipse\n     * @param {number} width - The half width of the ellipse\n     * @param {number} height - The half height of the ellipse\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.drawEllipse = function drawEllipse(x, y, width, height) {\n        this.drawShape(new _math.Ellipse(x, y, width, height));\n\n        return this;\n    };\n\n    /**\n     * Draws a polygon using the given path.\n     *\n     * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.drawPolygon = function drawPolygon(path) {\n        // prevents an argument assignment deopt\n        // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments\n        var points = path;\n\n        var closed = true;\n\n        if (points instanceof _math.Polygon) {\n            closed = points.closed;\n            points = points.points;\n        }\n\n        if (!Array.isArray(points)) {\n            // prevents an argument leak deopt\n            // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments\n            points = new Array(arguments.length);\n\n            for (var i = 0; i < points.length; ++i) {\n                points[i] = arguments[i]; // eslint-disable-line prefer-rest-params\n            }\n        }\n\n        var shape = new _math.Polygon(points);\n\n        shape.closed = closed;\n\n        this.drawShape(shape);\n\n        return this;\n    };\n\n    /**\n     * Draw a star shape with an abitrary number of points.\n     *\n     * @param {number} x - Center X position of the star\n     * @param {number} y - Center Y position of the star\n     * @param {number} points - The number of points of the star, must be > 1\n     * @param {number} radius - The outer radius of the star\n     * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n     * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.drawStar = function drawStar(x, y, points, radius, innerRadius) {\n        var rotation = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n\n        innerRadius = innerRadius || radius / 2;\n\n        var startAngle = -1 * Math.PI / 2 + rotation;\n        var len = points * 2;\n        var delta = _const.PI_2 / len;\n        var polygon = [];\n\n        for (var i = 0; i < len; i++) {\n            var r = i % 2 ? innerRadius : radius;\n            var angle = i * delta + startAngle;\n\n            polygon.push(x + r * Math.cos(angle), y + r * Math.sin(angle));\n        }\n\n        return this.drawPolygon(polygon);\n    };\n\n    /**\n     * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n     *\n     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n     */\n\n\n    Graphics.prototype.clear = function clear() {\n        if (this.lineWidth || this.filling || this.graphicsData.length > 0) {\n            this.lineWidth = 0;\n            this.lineAlignment = 0.5;\n\n            this.filling = false;\n\n            this.boundsDirty = -1;\n            this.dirty++;\n            this.clearDirty++;\n            this.graphicsData.length = 0;\n        }\n\n        this.currentPath = null;\n        this._spriteRect = null;\n\n        return this;\n    };\n\n    /**\n     * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n     * masked with gl.scissor.\n     *\n     * @returns {boolean} True if only 1 rect.\n     */\n\n\n    Graphics.prototype.isFastRect = function isFastRect() {\n        return this.graphicsData.length === 1 && this.graphicsData[0].shape.type === _const.SHAPES.RECT && !this.graphicsData[0].lineWidth;\n    };\n\n    /**\n     * Renders the object using the WebGL renderer\n     *\n     * @private\n     * @param {PIXI.WebGLRenderer} renderer - The renderer\n     */\n\n\n    Graphics.prototype._renderWebGL = function _renderWebGL(renderer) {\n        // if the sprite is not visible or the alpha is 0 then no need to render this element\n        if (this.dirty !== this.fastRectDirty) {\n            this.fastRectDirty = this.dirty;\n            this._fastRect = this.isFastRect();\n        }\n\n        // TODO this check can be moved to dirty?\n        if (this._fastRect) {\n            this._renderSpriteRect(renderer);\n        } else {\n            renderer.setObjectRenderer(renderer.plugins.graphics);\n            renderer.plugins.graphics.render(this);\n        }\n    };\n\n    /**\n     * Renders a sprite rectangle.\n     *\n     * @private\n     * @param {PIXI.WebGLRenderer} renderer - The renderer\n     */\n\n\n    Graphics.prototype._renderSpriteRect = function _renderSpriteRect(renderer) {\n        var rect = this.graphicsData[0].shape;\n\n        if (!this._spriteRect) {\n            this._spriteRect = new _Sprite2.default(new _Texture2.default(_Texture2.default.WHITE));\n        }\n\n        var sprite = this._spriteRect;\n\n        if (this.tint === 0xffffff) {\n            sprite.tint = this.graphicsData[0].fillColor;\n        } else {\n            var t1 = tempColor1;\n            var t2 = tempColor2;\n\n            (0, _utils.hex2rgb)(this.graphicsData[0].fillColor, t1);\n            (0, _utils.hex2rgb)(this.tint, t2);\n\n            t1[0] *= t2[0];\n            t1[1] *= t2[1];\n            t1[2] *= t2[2];\n\n            sprite.tint = (0, _utils.rgb2hex)(t1);\n        }\n        sprite.alpha = this.graphicsData[0].fillAlpha;\n        sprite.worldAlpha = this.worldAlpha * sprite.alpha;\n        sprite.blendMode = this.blendMode;\n\n        sprite._texture._frame.width = rect.width;\n        sprite._texture._frame.height = rect.height;\n\n        sprite.transform.worldTransform = this.transform.worldTransform;\n\n        sprite.anchor.set(-rect.x / rect.width, -rect.y / rect.height);\n        sprite._onAnchorUpdate();\n\n        sprite._renderWebGL(renderer);\n    };\n\n    /**\n     * Renders the object using the Canvas renderer\n     *\n     * @private\n     * @param {PIXI.CanvasRenderer} renderer - The renderer\n     */\n\n\n    Graphics.prototype._renderCanvas = function _renderCanvas(renderer) {\n        if (this.isMask === true) {\n            return;\n        }\n\n        renderer.plugins.graphics.render(this);\n    };\n\n    /**\n     * Retrieves the bounds of the graphic shape as a rectangle object\n     *\n     * @private\n     */\n\n\n    Graphics.prototype._calculateBounds = function _calculateBounds() {\n        if (this.boundsDirty !== this.dirty) {\n            this.boundsDirty = this.dirty;\n            this.updateLocalBounds();\n\n            this.cachedSpriteDirty = true;\n        }\n\n        var lb = this._localBounds;\n\n        this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY);\n    };\n\n    /**\n     * Tests if a point is inside this graphics object\n     *\n     * @param {PIXI.Point} point - the point to test\n     * @return {boolean} the result of the test\n     */\n\n\n    Graphics.prototype.containsPoint = function containsPoint(point) {\n        this.worldTransform.applyInverse(point, tempPoint);\n\n        var graphicsData = this.graphicsData;\n\n        for (var i = 0; i < graphicsData.length; ++i) {\n            var data = graphicsData[i];\n\n            if (!data.fill) {\n                continue;\n            }\n\n            // only deal with fills..\n            if (data.shape) {\n                if (data.shape.contains(tempPoint.x, tempPoint.y)) {\n                    if (data.holes) {\n                        for (var _i = 0; _i < data.holes.length; _i++) {\n                            var hole = data.holes[_i];\n\n                            if (hole.contains(tempPoint.x, tempPoint.y)) {\n                                return false;\n                            }\n                        }\n                    }\n\n                    return true;\n                }\n            }\n        }\n\n        return false;\n    };\n\n    /**\n     * Update the bounds of the object\n     *\n     */\n\n\n    Graphics.prototype.updateLocalBounds = function updateLocalBounds() {\n        var minX = Infinity;\n        var maxX = -Infinity;\n\n        var minY = Infinity;\n        var maxY = -Infinity;\n\n        if (this.graphicsData.length) {\n            var shape = 0;\n            var x = 0;\n            var y = 0;\n            var w = 0;\n            var h = 0;\n\n            for (var i = 0; i < this.graphicsData.length; i++) {\n                var data = this.graphicsData[i];\n                var type = data.type;\n                var lineWidth = data.lineWidth;\n\n                shape = data.shape;\n\n                if (type === _const.SHAPES.RECT || type === _const.SHAPES.RREC) {\n                    x = shape.x - lineWidth / 2;\n                    y = shape.y - lineWidth / 2;\n                    w = shape.width + lineWidth;\n                    h = shape.height + lineWidth;\n\n                    minX = x < minX ? x : minX;\n                    maxX = x + w > maxX ? x + w : maxX;\n\n                    minY = y < minY ? y : minY;\n                    maxY = y + h > maxY ? y + h : maxY;\n                } else if (type === _const.SHAPES.CIRC) {\n                    x = shape.x;\n                    y = shape.y;\n                    w = shape.radius + lineWidth / 2;\n                    h = shape.radius + lineWidth / 2;\n\n                    minX = x - w < minX ? x - w : minX;\n                    maxX = x + w > maxX ? x + w : maxX;\n\n                    minY = y - h < minY ? y - h : minY;\n                    maxY = y + h > maxY ? y + h : maxY;\n                } else if (type === _const.SHAPES.ELIP) {\n                    x = shape.x;\n                    y = shape.y;\n                    w = shape.width + lineWidth / 2;\n                    h = shape.height + lineWidth / 2;\n\n                    minX = x - w < minX ? x - w : minX;\n                    maxX = x + w > maxX ? x + w : maxX;\n\n                    minY = y - h < minY ? y - h : minY;\n                    maxY = y + h > maxY ? y + h : maxY;\n                } else {\n                    // POLY\n                    var points = shape.points;\n                    var x2 = 0;\n                    var y2 = 0;\n                    var dx = 0;\n                    var dy = 0;\n                    var rw = 0;\n                    var rh = 0;\n                    var cx = 0;\n                    var cy = 0;\n\n                    for (var j = 0; j + 2 < points.length; j += 2) {\n                        x = points[j];\n                        y = points[j + 1];\n                        x2 = points[j + 2];\n                        y2 = points[j + 3];\n                        dx = Math.abs(x2 - x);\n                        dy = Math.abs(y2 - y);\n                        h = lineWidth;\n                        w = Math.sqrt(dx * dx + dy * dy);\n\n                        if (w < 1e-9) {\n                            continue;\n                        }\n\n                        rw = (h / w * dy + dx) / 2;\n                        rh = (h / w * dx + dy) / 2;\n                        cx = (x2 + x) / 2;\n                        cy = (y2 + y) / 2;\n\n                        minX = cx - rw < minX ? cx - rw : minX;\n                        maxX = cx + rw > maxX ? cx + rw : maxX;\n\n                        minY = cy - rh < minY ? cy - rh : minY;\n                        maxY = cy + rh > maxY ? cy + rh : maxY;\n                    }\n                }\n            }\n        } else {\n            minX = 0;\n            maxX = 0;\n            minY = 0;\n            maxY = 0;\n        }\n\n        var padding = this.boundsPadding;\n\n        this._localBounds.minX = minX - padding;\n        this._localBounds.maxX = maxX + padding;\n\n        this._localBounds.minY = minY - padding;\n        this._localBounds.maxY = maxY + padding;\n    };\n\n    /**\n     * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n     *\n     * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n     * @return {PIXI.GraphicsData} The generated GraphicsData object.\n     */\n\n\n    Graphics.prototype.drawShape = function drawShape(shape) {\n        if (this.currentPath) {\n            // check current path!\n            if (this.currentPath.shape.points.length <= 2) {\n                this.graphicsData.pop();\n            }\n        }\n\n        this.currentPath = null;\n\n        var data = new _GraphicsData2.default(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, this.nativeLines, shape, this.lineAlignment);\n\n        this.graphicsData.push(data);\n\n        if (data.type === _const.SHAPES.POLY) {\n            data.shape.closed = data.shape.closed || this.filling;\n            this.currentPath = data;\n        }\n\n        this.dirty++;\n\n        return data;\n    };\n\n    /**\n     * Generates a canvas texture.\n     *\n     * @param {number} scaleMode - The scale mode of the texture.\n     * @param {number} resolution - The resolution of the texture.\n     * @return {PIXI.Texture} The new texture.\n     */\n\n\n    Graphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode) {\n        var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n\n        var bounds = this.getLocalBounds();\n\n        var canvasBuffer = _RenderTexture2.default.create(bounds.width, bounds.height, scaleMode, resolution);\n\n        if (!canvasRenderer) {\n            canvasRenderer = new _CanvasRenderer2.default();\n        }\n\n        this.transform.updateLocalTransform();\n        this.transform.localTransform.copy(tempMatrix);\n\n        tempMatrix.invert();\n\n        tempMatrix.tx -= bounds.x;\n        tempMatrix.ty -= bounds.y;\n\n        canvasRenderer.render(this, canvasBuffer, true, tempMatrix);\n\n        var texture = _Texture2.default.fromCanvas(canvasBuffer.baseTexture._canvasRenderTarget.canvas, scaleMode, 'graphics');\n\n        texture.baseTexture.resolution = resolution;\n        texture.baseTexture.update();\n\n        return texture;\n    };\n\n    /**\n     * Closes the current path.\n     *\n     * @return {PIXI.Graphics} Returns itself.\n     */\n\n\n    Graphics.prototype.closePath = function closePath() {\n        // ok so close path assumes next one is a hole!\n        var currentPath = this.currentPath;\n\n        if (currentPath && currentPath.shape) {\n            currentPath.shape.close();\n        }\n\n        return this;\n    };\n\n    /**\n     * Adds a hole in the current path.\n     *\n     * @return {PIXI.Graphics} Returns itself.\n     */\n\n\n    Graphics.prototype.addHole = function addHole() {\n        // this is a hole!\n        var hole = this.graphicsData.pop();\n\n        this.currentPath = this.graphicsData[this.graphicsData.length - 1];\n\n        this.currentPath.addHole(hole.shape);\n        this.currentPath = null;\n\n        return this;\n    };\n\n    /**\n     * Destroys the Graphics object.\n     *\n     * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n     *  options have been set to that value\n     * @param {boolean} [options.children=false] - if set to true, all the children will have\n     *  their destroy method called as well. 'options' will be passed on to those calls.\n     * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n     *  Should it destroy the texture of the child sprite\n     * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n     *  Should it destroy the base texture of the child sprite\n     */\n\n\n    Graphics.prototype.destroy = function destroy(options) {\n        _Container.prototype.destroy.call(this, options);\n\n        // destroy each of the GraphicsData objects\n        for (var i = 0; i < this.graphicsData.length; ++i) {\n            this.graphicsData[i].destroy();\n        }\n\n        // for each webgl data entry, destroy the WebGLGraphicsData\n        for (var id in this._webGL) {\n            for (var j = 0; j < this._webGL[id].data.length; ++j) {\n                this._webGL[id].data[j].destroy();\n            }\n        }\n\n        if (this._spriteRect) {\n            this._spriteRect.destroy();\n        }\n\n        this.graphicsData = null;\n\n        this.currentPath = null;\n        this._webGL = null;\n        this._localBounds = null;\n    };\n\n    return Graphics;\n}(_Container3.default);\n\nexports.default = Graphics;\n\n\nGraphics._SPRITE_TEXTURE = null;\n\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n *\n * @static\n * @constant\n * @memberof PIXI.Graphics\n * @name CURVES\n * @type {object}\n * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive\n * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nGraphics.CURVES = {\n    adaptive: false,\n    maxLength: 10,\n    minSegments: 8,\n    maxSegments: 2048\n};\n//# sourceMappingURL=Graphics.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/Graphics.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/GraphicsData.js":
/*!****************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/GraphicsData.js ***!
  \****************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * A GraphicsData object.\n *\n * @class\n * @memberof PIXI\n */\nvar GraphicsData = function () {\n  /**\n   *\n   * @param {number} lineWidth - the width of the line to draw\n   * @param {number} lineColor - the color of the line to draw\n   * @param {number} lineAlpha - the alpha of the line to draw\n   * @param {number} fillColor - the color of the fill\n   * @param {number} fillAlpha - the alpha of the fill\n   * @param {boolean} fill - whether or not the shape is filled with a colour\n   * @param {boolean} nativeLines - the method for drawing lines\n   * @param {PIXI.Circle|PIXI.Rectangle|PIXI.Ellipse|PIXI.Polygon} shape - The shape object to draw.\n   * @param {number} lineAlignment - the alignment of the line.\n   */\n  function GraphicsData(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, nativeLines, shape, lineAlignment) {\n    _classCallCheck(this, GraphicsData);\n\n    /**\n     * the width of the line to draw\n     * @member {number}\n     */\n    this.lineWidth = lineWidth;\n\n    /**\n     * The alignment of any lines drawn (0.5 = middle, 1 = outter, 0 = inner).\n     *\n     * @member {number}\n     * @default 0\n     */\n    this.lineAlignment = lineAlignment;\n\n    /**\n     * if true the liens will be draw using LINES instead of TRIANGLE_STRIP\n     * @member {boolean}\n     */\n    this.nativeLines = nativeLines;\n\n    /**\n     * the color of the line to draw\n     * @member {number}\n     */\n    this.lineColor = lineColor;\n\n    /**\n     * the alpha of the line to draw\n     * @member {number}\n     */\n    this.lineAlpha = lineAlpha;\n\n    /**\n     * cached tint of the line to draw\n     * @member {number}\n     * @private\n     */\n    this._lineTint = lineColor;\n\n    /**\n     * the color of the fill\n     * @member {number}\n     */\n    this.fillColor = fillColor;\n\n    /**\n     * the alpha of the fill\n     * @member {number}\n     */\n    this.fillAlpha = fillAlpha;\n\n    /**\n     * cached tint of the fill\n     * @member {number}\n     * @private\n     */\n    this._fillTint = fillColor;\n\n    /**\n     * whether or not the shape is filled with a colour\n     * @member {boolean}\n     */\n    this.fill = fill;\n\n    this.holes = [];\n\n    /**\n     * The shape object to draw.\n     * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle}\n     */\n    this.shape = shape;\n\n    /**\n     * The type of the shape, see the Const.Shapes file for all the existing types,\n     * @member {number}\n     */\n    this.type = shape.type;\n  }\n\n  /**\n   * Creates a new GraphicsData object with the same values as this one.\n   *\n   * @return {PIXI.GraphicsData} Cloned GraphicsData object\n   */\n\n\n  GraphicsData.prototype.clone = function clone() {\n    return new GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.fill, this.nativeLines, this.shape);\n  };\n\n  /**\n   * Adds a hole to the shape.\n   *\n   * @param {PIXI.Rectangle|PIXI.Circle} shape - The shape of the hole.\n   */\n\n\n  GraphicsData.prototype.addHole = function addHole(shape) {\n    this.holes.push(shape);\n  };\n\n  /**\n   * Destroys the Graphics data.\n   */\n\n\n  GraphicsData.prototype.destroy = function destroy() {\n    this.shape = null;\n    this.holes = null;\n  };\n\n  return GraphicsData;\n}();\n\nexports.default = GraphicsData;\n//# sourceMappingURL=GraphicsData.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/GraphicsData.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/canvas/CanvasGraphicsRenderer.js":
/*!*********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/canvas/CanvasGraphicsRenderer.js ***!
  \*********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _CanvasRenderer = __webpack_require__(/*! ../../renderers/canvas/CanvasRenderer */ \"./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js\");\n\nvar _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they\n * now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's CanvasGraphicsRenderer:\n * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java\n */\n\n/**\n * Renderer dedicated to drawing and batching graphics objects.\n *\n * @class\n * @private\n * @memberof PIXI\n */\nvar CanvasGraphicsRenderer = function () {\n    /**\n     * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer.\n     */\n    function CanvasGraphicsRenderer(renderer) {\n        _classCallCheck(this, CanvasGraphicsRenderer);\n\n        this.renderer = renderer;\n    }\n\n    /**\n     * Renders a Graphics object to a canvas.\n     *\n     * @param {PIXI.Graphics} graphics - the actual graphics object to render\n     */\n\n\n    CanvasGraphicsRenderer.prototype.render = function render(graphics) {\n        var renderer = this.renderer;\n        var context = renderer.context;\n        var worldAlpha = graphics.worldAlpha;\n        var transform = graphics.transform.worldTransform;\n        var resolution = renderer.resolution;\n\n        // if the tint has changed, set the graphics object to dirty.\n        if (this._prevTint !== this.tint) {\n            this.dirty = true;\n        }\n\n        context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution);\n\n        if (graphics.dirty) {\n            this.updateGraphicsTint(graphics);\n            graphics.dirty = false;\n        }\n\n        renderer.setBlendMode(graphics.blendMode);\n\n        for (var i = 0; i < graphics.graphicsData.length; i++) {\n            var data = graphics.graphicsData[i];\n            var shape = data.shape;\n\n            var fillColor = data._fillTint;\n            var lineColor = data._lineTint;\n\n            context.lineWidth = data.lineWidth;\n\n            if (data.type === _const.SHAPES.POLY) {\n                context.beginPath();\n\n                this.renderPolygon(shape.points, shape.closed, context);\n\n                for (var j = 0; j < data.holes.length; j++) {\n                    this.renderPolygon(data.holes[j].points, true, context);\n                }\n\n                if (data.fill) {\n                    context.globalAlpha = data.fillAlpha * worldAlpha;\n                    context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);\n                    context.fill();\n                }\n                if (data.lineWidth) {\n                    context.globalAlpha = data.lineAlpha * worldAlpha;\n                    context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);\n                    context.stroke();\n                }\n            } else if (data.type === _const.SHAPES.RECT) {\n                if (data.fillColor || data.fillColor === 0) {\n                    context.globalAlpha = data.fillAlpha * worldAlpha;\n                    context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);\n                    context.fillRect(shape.x, shape.y, shape.width, shape.height);\n                }\n                if (data.lineWidth) {\n                    context.globalAlpha = data.lineAlpha * worldAlpha;\n                    context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);\n                    context.strokeRect(shape.x, shape.y, shape.width, shape.height);\n                }\n            } else if (data.type === _const.SHAPES.CIRC) {\n                // TODO - need to be Undefined!\n                context.beginPath();\n                context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);\n                context.closePath();\n\n                if (data.fill) {\n                    context.globalAlpha = data.fillAlpha * worldAlpha;\n                    context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);\n                    context.fill();\n                }\n                if (data.lineWidth) {\n                    context.globalAlpha = data.lineAlpha * worldAlpha;\n                    context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);\n                    context.stroke();\n                }\n            } else if (data.type === _const.SHAPES.ELIP) {\n                // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n                var w = shape.width * 2;\n                var h = shape.height * 2;\n\n                var x = shape.x - w / 2;\n                var y = shape.y - h / 2;\n\n                context.beginPath();\n\n                var kappa = 0.5522848;\n                var ox = w / 2 * kappa; // control point offset horizontal\n                var oy = h / 2 * kappa; // control point offset vertical\n                var xe = x + w; // x-end\n                var ye = y + h; // y-end\n                var xm = x + w / 2; // x-middle\n                var ym = y + h / 2; // y-middle\n\n                context.moveTo(x, ym);\n                context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n                context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n                context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n                context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n\n                context.closePath();\n\n                if (data.fill) {\n                    context.globalAlpha = data.fillAlpha * worldAlpha;\n                    context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);\n                    context.fill();\n                }\n                if (data.lineWidth) {\n                    context.globalAlpha = data.lineAlpha * worldAlpha;\n                    context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);\n                    context.stroke();\n                }\n            } else if (data.type === _const.SHAPES.RREC) {\n                var rx = shape.x;\n                var ry = shape.y;\n                var width = shape.width;\n                var height = shape.height;\n                var radius = shape.radius;\n\n                var maxRadius = Math.min(width, height) / 2 | 0;\n\n                radius = radius > maxRadius ? maxRadius : radius;\n\n                context.beginPath();\n                context.moveTo(rx, ry + radius);\n                context.lineTo(rx, ry + height - radius);\n                context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n                context.lineTo(rx + width - radius, ry + height);\n                context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n                context.lineTo(rx + width, ry + radius);\n                context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n                context.lineTo(rx + radius, ry);\n                context.quadraticCurveTo(rx, ry, rx, ry + radius);\n                context.closePath();\n\n                if (data.fillColor || data.fillColor === 0) {\n                    context.globalAlpha = data.fillAlpha * worldAlpha;\n                    context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);\n                    context.fill();\n                }\n\n                if (data.lineWidth) {\n                    context.globalAlpha = data.lineAlpha * worldAlpha;\n                    context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);\n                    context.stroke();\n                }\n            }\n        }\n    };\n\n    /**\n     * Updates the tint of a graphics object\n     *\n     * @private\n     * @param {PIXI.Graphics} graphics - the graphics that will have its tint updated\n     */\n\n\n    CanvasGraphicsRenderer.prototype.updateGraphicsTint = function updateGraphicsTint(graphics) {\n        graphics._prevTint = graphics.tint;\n\n        var tintR = (graphics.tint >> 16 & 0xFF) / 255;\n        var tintG = (graphics.tint >> 8 & 0xFF) / 255;\n        var tintB = (graphics.tint & 0xFF) / 255;\n\n        for (var i = 0; i < graphics.graphicsData.length; ++i) {\n            var data = graphics.graphicsData[i];\n\n            var fillColor = data.fillColor | 0;\n            var lineColor = data.lineColor | 0;\n\n            // super inline, cos optimization :)\n            data._fillTint = ((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255;\n\n            data._lineTint = ((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255;\n        }\n    };\n\n    /**\n     * Renders a polygon.\n     *\n     * @param {PIXI.Point[]} points - The points to render\n     * @param {boolean} close - Should the polygon be closed\n     * @param {CanvasRenderingContext2D} context - The rendering context to use\n     */\n\n\n    CanvasGraphicsRenderer.prototype.renderPolygon = function renderPolygon(points, close, context) {\n        context.moveTo(points[0], points[1]);\n\n        for (var j = 1; j < points.length / 2; ++j) {\n            context.lineTo(points[j * 2], points[j * 2 + 1]);\n        }\n\n        if (close) {\n            context.closePath();\n        }\n    };\n\n    /**\n     * destroy graphics object\n     *\n     */\n\n\n    CanvasGraphicsRenderer.prototype.destroy = function destroy() {\n        this.renderer = null;\n    };\n\n    return CanvasGraphicsRenderer;\n}();\n\nexports.default = CanvasGraphicsRenderer;\n\n\n_CanvasRenderer2.default.registerPlugin('graphics', CanvasGraphicsRenderer);\n//# sourceMappingURL=CanvasGraphicsRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/canvas/CanvasGraphicsRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/utils/bezierCurveTo.js":
/*!***********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/utils/bezierCurveTo.js ***!
  \***********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = bezierCurveTo;\n/**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @param {number} fromX - Starting point x\n * @param {number} fromY - Starting point y\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number} n - Number of segments approximating the bezier curve\n * @param {number[]} [path=[]] - Path array to push points into\n * @return {number[]} Array of points of the curve\n */\nfunction bezierCurveTo(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, n) {\n    var path = arguments.length > 9 && arguments[9] !== undefined ? arguments[9] : [];\n\n    var dt = 0;\n    var dt2 = 0;\n    var dt3 = 0;\n    var t2 = 0;\n    var t3 = 0;\n\n    path.push(fromX, fromY);\n\n    for (var i = 1, j = 0; i <= n; ++i) {\n        j = i / n;\n\n        dt = 1 - j;\n        dt2 = dt * dt;\n        dt3 = dt2 * dt;\n\n        t2 = j * j;\n        t3 = t2 * j;\n\n        path.push(dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX, dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);\n    }\n\n    return path;\n}\n//# sourceMappingURL=bezierCurveTo.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/utils/bezierCurveTo.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/GraphicsRenderer.js":
/*!**************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/GraphicsRenderer.js ***!
  \**************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _utils = __webpack_require__(/*! ../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _ObjectRenderer2 = __webpack_require__(/*! ../../renderers/webgl/utils/ObjectRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/ObjectRenderer.js\");\n\nvar _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2);\n\nvar _WebGLRenderer = __webpack_require__(/*! ../../renderers/webgl/WebGLRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js\");\n\nvar _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer);\n\nvar _WebGLGraphicsData = __webpack_require__(/*! ./WebGLGraphicsData */ \"./node_modules/pixi.js/lib/core/graphics/webgl/WebGLGraphicsData.js\");\n\nvar _WebGLGraphicsData2 = _interopRequireDefault(_WebGLGraphicsData);\n\nvar _PrimitiveShader = __webpack_require__(/*! ./shaders/PrimitiveShader */ \"./node_modules/pixi.js/lib/core/graphics/webgl/shaders/PrimitiveShader.js\");\n\nvar _PrimitiveShader2 = _interopRequireDefault(_PrimitiveShader);\n\nvar _buildPoly = __webpack_require__(/*! ./utils/buildPoly */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildPoly.js\");\n\nvar _buildPoly2 = _interopRequireDefault(_buildPoly);\n\nvar _buildRectangle = __webpack_require__(/*! ./utils/buildRectangle */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRectangle.js\");\n\nvar _buildRectangle2 = _interopRequireDefault(_buildRectangle);\n\nvar _buildRoundedRectangle = __webpack_require__(/*! ./utils/buildRoundedRectangle */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRoundedRectangle.js\");\n\nvar _buildRoundedRectangle2 = _interopRequireDefault(_buildRoundedRectangle);\n\nvar _buildCircle = __webpack_require__(/*! ./utils/buildCircle */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildCircle.js\");\n\nvar _buildCircle2 = _interopRequireDefault(_buildCircle);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * Renders the graphics object.\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar GraphicsRenderer = function (_ObjectRenderer) {\n    _inherits(GraphicsRenderer, _ObjectRenderer);\n\n    /**\n     * @param {PIXI.WebGLRenderer} renderer - The renderer this object renderer works for.\n     */\n    function GraphicsRenderer(renderer) {\n        _classCallCheck(this, GraphicsRenderer);\n\n        var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer));\n\n        _this.graphicsDataPool = [];\n\n        _this.primitiveShader = null;\n\n        _this.gl = renderer.gl;\n\n        // easy access!\n        _this.CONTEXT_UID = 0;\n        return _this;\n    }\n\n    /**\n     * Called when there is a WebGL context change\n     *\n     * @private\n     *\n     */\n\n\n    GraphicsRenderer.prototype.onContextChange = function onContextChange() {\n        this.gl = this.renderer.gl;\n        this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n        this.primitiveShader = new _PrimitiveShader2.default(this.gl);\n    };\n\n    /**\n     * Destroys this renderer.\n     *\n     */\n\n\n    GraphicsRenderer.prototype.destroy = function destroy() {\n        _ObjectRenderer3.default.prototype.destroy.call(this);\n\n        for (var i = 0; i < this.graphicsDataPool.length; ++i) {\n            this.graphicsDataPool[i].destroy();\n        }\n\n        this.graphicsDataPool = null;\n    };\n\n    /**\n     * Renders a graphics object.\n     *\n     * @param {PIXI.Graphics} graphics - The graphics object to render.\n     */\n\n\n    GraphicsRenderer.prototype.render = function render(graphics) {\n        var renderer = this.renderer;\n        var gl = renderer.gl;\n\n        var webGLData = void 0;\n        var webGL = graphics._webGL[this.CONTEXT_UID];\n\n        if (!webGL || graphics.dirty !== webGL.dirty) {\n            this.updateGraphics(graphics);\n\n            webGL = graphics._webGL[this.CONTEXT_UID];\n        }\n\n        // This  could be speeded up for sure!\n        var shader = this.primitiveShader;\n\n        renderer.bindShader(shader);\n        renderer.state.setBlendMode(graphics.blendMode);\n\n        for (var i = 0, n = webGL.data.length; i < n; i++) {\n            webGLData = webGL.data[i];\n            var shaderTemp = webGLData.shader;\n\n            renderer.bindShader(shaderTemp);\n            shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true);\n            shaderTemp.uniforms.tint = (0, _utils.hex2rgb)(graphics.tint);\n            shaderTemp.uniforms.alpha = graphics.worldAlpha;\n\n            renderer.bindVao(webGLData.vao);\n\n            if (webGLData.nativeLines) {\n                gl.drawArrays(gl.LINES, 0, webGLData.points.length / 6);\n            } else {\n                webGLData.vao.draw(gl.TRIANGLE_STRIP, webGLData.indices.length);\n            }\n        }\n    };\n\n    /**\n     * Updates the graphics object\n     *\n     * @private\n     * @param {PIXI.Graphics} graphics - The graphics object to update\n     */\n\n\n    GraphicsRenderer.prototype.updateGraphics = function updateGraphics(graphics) {\n        var gl = this.renderer.gl;\n\n        // get the contexts graphics object\n        var webGL = graphics._webGL[this.CONTEXT_UID];\n\n        // if the graphics object does not exist in the webGL context time to create it!\n        if (!webGL) {\n            webGL = graphics._webGL[this.CONTEXT_UID] = { lastIndex: 0, data: [], gl: gl, clearDirty: -1, dirty: -1 };\n        }\n\n        // flag the graphics as not dirty as we are about to update it...\n        webGL.dirty = graphics.dirty;\n\n        // if the user cleared the graphics object we will need to clear every object\n        if (graphics.clearDirty !== webGL.clearDirty) {\n            webGL.clearDirty = graphics.clearDirty;\n\n            // loop through and return all the webGLDatas to the object pool so than can be reused later on\n            for (var i = 0; i < webGL.data.length; i++) {\n                this.graphicsDataPool.push(webGL.data[i]);\n            }\n\n            // clear the array and reset the index..\n            webGL.data.length = 0;\n            webGL.lastIndex = 0;\n        }\n\n        var webGLData = void 0;\n        var webGLDataNativeLines = void 0;\n\n        // loop through the graphics datas and construct each one..\n        // if the object is a complex fill then the new stencil buffer technique will be used\n        // other wise graphics objects will be pushed into a batch..\n        for (var _i = webGL.lastIndex; _i < graphics.graphicsData.length; _i++) {\n            var data = graphics.graphicsData[_i];\n\n            // TODO - this can be simplified\n            webGLData = this.getWebGLData(webGL, 0);\n\n            if (data.nativeLines && data.lineWidth) {\n                webGLDataNativeLines = this.getWebGLData(webGL, 0, true);\n                webGL.lastIndex++;\n            }\n\n            if (data.type === _const.SHAPES.POLY) {\n                (0, _buildPoly2.default)(data, webGLData, webGLDataNativeLines);\n            }\n            if (data.type === _const.SHAPES.RECT) {\n                (0, _buildRectangle2.default)(data, webGLData, webGLDataNativeLines);\n            } else if (data.type === _const.SHAPES.CIRC || data.type === _const.SHAPES.ELIP) {\n                (0, _buildCircle2.default)(data, webGLData, webGLDataNativeLines);\n            } else if (data.type === _const.SHAPES.RREC) {\n                (0, _buildRoundedRectangle2.default)(data, webGLData, webGLDataNativeLines);\n            }\n\n            webGL.lastIndex++;\n        }\n\n        this.renderer.bindVao(null);\n\n        // upload all the dirty data...\n        for (var _i2 = 0; _i2 < webGL.data.length; _i2++) {\n            webGLData = webGL.data[_i2];\n\n            if (webGLData.dirty) {\n                webGLData.upload();\n            }\n        }\n    };\n\n    /**\n     *\n     * @private\n     * @param {WebGLRenderingContext} gl - the current WebGL drawing context\n     * @param {number} type - TODO @Alvin\n     * @param {number} nativeLines - indicate whether the webGLData use for nativeLines.\n     * @return {*} TODO\n     */\n\n\n    GraphicsRenderer.prototype.getWebGLData = function getWebGLData(gl, type, nativeLines) {\n        var webGLData = gl.data[gl.data.length - 1];\n\n        if (!webGLData || webGLData.nativeLines !== nativeLines || webGLData.points.length > 320000) {\n            webGLData = this.graphicsDataPool.pop() || new _WebGLGraphicsData2.default(this.renderer.gl, this.primitiveShader, this.renderer.state.attribsState);\n            webGLData.nativeLines = nativeLines;\n            webGLData.reset(type);\n            gl.data.push(webGLData);\n        }\n\n        webGLData.dirty = true;\n\n        return webGLData;\n    };\n\n    return GraphicsRenderer;\n}(_ObjectRenderer3.default);\n\nexports.default = GraphicsRenderer;\n\n\n_WebGLRenderer2.default.registerPlugin('graphics', GraphicsRenderer);\n//# sourceMappingURL=GraphicsRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/GraphicsRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/WebGLGraphicsData.js":
/*!***************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/WebGLGraphicsData.js ***!
  \***************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * An object containing WebGL specific properties to be used by the WebGL renderer\n *\n * @class\n * @private\n * @memberof PIXI\n */\nvar WebGLGraphicsData = function () {\n  /**\n   * @param {WebGLRenderingContext} gl - The current WebGL drawing context\n   * @param {PIXI.Shader} shader - The shader\n   * @param {object} attribsState - The state for the VAO\n   */\n  function WebGLGraphicsData(gl, shader, attribsState) {\n    _classCallCheck(this, WebGLGraphicsData);\n\n    /**\n     * The current WebGL drawing context\n     *\n     * @member {WebGLRenderingContext}\n     */\n    this.gl = gl;\n\n    // TODO does this need to be split before uploading??\n    /**\n     * An array of color components (r,g,b)\n     * @member {number[]}\n     */\n    this.color = [0, 0, 0]; // color split!\n\n    /**\n     * An array of points to draw\n     * @member {PIXI.Point[]}\n     */\n    this.points = [];\n\n    /**\n     * The indices of the vertices\n     * @member {number[]}\n     */\n    this.indices = [];\n    /**\n     * The main buffer\n     * @member {WebGLBuffer}\n     */\n    this.buffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl);\n\n    /**\n     * The index buffer\n     * @member {WebGLBuffer}\n     */\n    this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl);\n\n    /**\n     * Whether this graphics is dirty or not\n     * @member {boolean}\n     */\n    this.dirty = true;\n\n    /**\n     * Whether this graphics is nativeLines or not\n     * @member {boolean}\n     */\n    this.nativeLines = false;\n\n    this.glPoints = null;\n    this.glIndices = null;\n\n    /**\n     *\n     * @member {PIXI.Shader}\n     */\n    this.shader = shader;\n\n    this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, attribsState).addIndex(this.indexBuffer).addAttribute(this.buffer, shader.attributes.aVertexPosition, gl.FLOAT, false, 4 * 6, 0).addAttribute(this.buffer, shader.attributes.aColor, gl.FLOAT, false, 4 * 6, 2 * 4);\n  }\n\n  /**\n   * Resets the vertices and the indices\n   */\n\n\n  WebGLGraphicsData.prototype.reset = function reset() {\n    this.points.length = 0;\n    this.indices.length = 0;\n  };\n\n  /**\n   * Binds the buffers and uploads the data\n   */\n\n\n  WebGLGraphicsData.prototype.upload = function upload() {\n    this.glPoints = new Float32Array(this.points);\n    this.buffer.upload(this.glPoints);\n\n    this.glIndices = new Uint16Array(this.indices);\n    this.indexBuffer.upload(this.glIndices);\n\n    this.dirty = false;\n  };\n\n  /**\n   * Empties all the data\n   */\n\n\n  WebGLGraphicsData.prototype.destroy = function destroy() {\n    this.color = null;\n    this.points = null;\n    this.indices = null;\n\n    this.vao.destroy();\n    this.buffer.destroy();\n    this.indexBuffer.destroy();\n\n    this.gl = null;\n\n    this.buffer = null;\n    this.indexBuffer = null;\n\n    this.glPoints = null;\n    this.glIndices = null;\n  };\n\n  return WebGLGraphicsData;\n}();\n\nexports.default = WebGLGraphicsData;\n//# sourceMappingURL=WebGLGraphicsData.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/WebGLGraphicsData.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/shaders/PrimitiveShader.js":
/*!*********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/shaders/PrimitiveShader.js ***!
  \*********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Shader2 = __webpack_require__(/*! ../../../Shader */ \"./node_modules/pixi.js/lib/core/Shader.js\");\n\nvar _Shader3 = _interopRequireDefault(_Shader2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * This shader is used to draw simple primitive shapes for {@link PIXI.Graphics}.\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nvar PrimitiveShader = function (_Shader) {\n    _inherits(PrimitiveShader, _Shader);\n\n    /**\n     * @param {WebGLRenderingContext} gl - The webgl shader manager this shader works for.\n     */\n    function PrimitiveShader(gl) {\n        _classCallCheck(this, PrimitiveShader);\n\n        return _possibleConstructorReturn(this, _Shader.call(this, gl,\n        // vertex shader\n        ['attribute vec2 aVertexPosition;', 'attribute vec4 aColor;', 'uniform mat3 translationMatrix;', 'uniform mat3 projectionMatrix;', 'uniform float alpha;', 'uniform vec3 tint;', 'varying vec4 vColor;', 'void main(void){', '   gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', '   vColor = aColor * vec4(tint * alpha, alpha);', '}'].join('\\n'),\n        // fragment shader\n        ['varying vec4 vColor;', 'void main(void){', '   gl_FragColor = vColor;', '}'].join('\\n')));\n    }\n\n    return PrimitiveShader;\n}(_Shader3.default);\n\nexports.default = PrimitiveShader;\n//# sourceMappingURL=PrimitiveShader.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/shaders/PrimitiveShader.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildCircle.js":
/*!***************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildCircle.js ***!
  \***************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = buildCircle;\n\nvar _buildLine = __webpack_require__(/*! ./buildLine */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildLine.js\");\n\nvar _buildLine2 = _interopRequireDefault(_buildLine);\n\nvar _const = __webpack_require__(/*! ../../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _utils = __webpack_require__(/*! ../../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines\n */\nfunction buildCircle(graphicsData, webGLData, webGLDataNativeLines) {\n    // need to convert points to a nice regular data\n    var circleData = graphicsData.shape;\n    var x = circleData.x;\n    var y = circleData.y;\n    var width = void 0;\n    var height = void 0;\n\n    // TODO - bit hacky??\n    if (graphicsData.type === _const.SHAPES.CIRC) {\n        width = circleData.radius;\n        height = circleData.radius;\n    } else {\n        width = circleData.width;\n        height = circleData.height;\n    }\n\n    if (width === 0 || height === 0) {\n        return;\n    }\n\n    var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) || Math.floor(15 * Math.sqrt(circleData.width + circleData.height));\n\n    var seg = Math.PI * 2 / totalSegs;\n\n    if (graphicsData.fill) {\n        var color = (0, _utils.hex2rgb)(graphicsData.fillColor);\n        var alpha = graphicsData.fillAlpha;\n\n        var r = color[0] * alpha;\n        var g = color[1] * alpha;\n        var b = color[2] * alpha;\n\n        var verts = webGLData.points;\n        var indices = webGLData.indices;\n\n        var vecPos = verts.length / 6;\n\n        indices.push(vecPos);\n\n        for (var i = 0; i < totalSegs + 1; i++) {\n            verts.push(x, y, r, g, b, alpha);\n\n            verts.push(x + Math.sin(seg * i) * width, y + Math.cos(seg * i) * height, r, g, b, alpha);\n\n            indices.push(vecPos++, vecPos++);\n        }\n\n        indices.push(vecPos - 1);\n    }\n\n    if (graphicsData.lineWidth) {\n        var tempPoints = graphicsData.points;\n\n        graphicsData.points = [];\n\n        for (var _i = 0; _i < totalSegs + 1; _i++) {\n            graphicsData.points.push(x + Math.sin(seg * -_i) * width, y + Math.cos(seg * -_i) * height);\n        }\n\n        (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines);\n\n        graphicsData.points = tempPoints;\n    }\n}\n//# sourceMappingURL=buildCircle.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildCircle.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildLine.js":
/*!*************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildLine.js ***!
  \*************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nexports.default = function (graphicsData, webGLData, webGLDataNativeLines) {\n    if (graphicsData.nativeLines) {\n        buildNativeLine(graphicsData, webGLDataNativeLines);\n    } else {\n        buildLine(graphicsData, webGLData);\n    }\n};\n\nvar _math = __webpack_require__(/*! ../../../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _utils = __webpack_require__(/*! ../../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\n/**\n * Builds a line to draw using the poligon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\nfunction buildLine(graphicsData, webGLData) {\n    // TODO OPTIMISE!\n    var points = graphicsData.points;\n\n    if (points.length === 0) {\n        return;\n    }\n    // if the line width is an odd number add 0.5 to align to a whole pixel\n    // commenting this out fixes #711 and #1620\n    // if (graphicsData.lineWidth%2)\n    // {\n    //     for (i = 0; i < points.length; i++)\n    //     {\n    //         points[i] += 0.5;\n    //     }\n    // }\n\n    // get first and last point.. figure out the middle!\n    var firstPoint = new _math.Point(points[0], points[1]);\n    var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n    // if the first point is the last point - gonna have issues :)\n    if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) {\n        // need to clone as we are going to slightly modify the shape..\n        points = points.slice();\n\n        points.pop();\n        points.pop();\n\n        lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n        var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5;\n        var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5;\n\n        points.unshift(midPointX, midPointY);\n        points.push(midPointX, midPointY);\n    }\n\n    var verts = webGLData.points;\n    var indices = webGLData.indices;\n    var length = points.length / 2;\n    var indexCount = points.length;\n    var indexStart = verts.length / 6;\n\n    // DRAW the Line\n    var width = graphicsData.lineWidth / 2;\n\n    // sort color\n    var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n    var alpha = graphicsData.lineAlpha;\n    var r = color[0] * alpha;\n    var g = color[1] * alpha;\n    var b = color[2] * alpha;\n\n    var p1x = points[0];\n    var p1y = points[1];\n    var p2x = points[2];\n    var p2y = points[3];\n    var p3x = 0;\n    var p3y = 0;\n\n    var perpx = -(p1y - p2y);\n    var perpy = p1x - p2x;\n    var perp2x = 0;\n    var perp2y = 0;\n    var perp3x = 0;\n    var perp3y = 0;\n\n    var dist = Math.sqrt(perpx * perpx + perpy * perpy);\n\n    perpx /= dist;\n    perpy /= dist;\n    perpx *= width;\n    perpy *= width;\n\n    var ratio = graphicsData.lineAlignment; // 0.5;\n    var r1 = (1 - ratio) * 2;\n    var r2 = ratio * 2;\n\n    // start\n    verts.push(p1x - perpx * r1, p1y - perpy * r1, r, g, b, alpha);\n\n    verts.push(p1x + perpx * r2, p1y + perpy * r2, r, g, b, alpha);\n\n    for (var i = 1; i < length - 1; ++i) {\n        p1x = points[(i - 1) * 2];\n        p1y = points[(i - 1) * 2 + 1];\n\n        p2x = points[i * 2];\n        p2y = points[i * 2 + 1];\n\n        p3x = points[(i + 1) * 2];\n        p3y = points[(i + 1) * 2 + 1];\n\n        perpx = -(p1y - p2y);\n        perpy = p1x - p2x;\n\n        dist = Math.sqrt(perpx * perpx + perpy * perpy);\n        perpx /= dist;\n        perpy /= dist;\n        perpx *= width;\n        perpy *= width;\n\n        perp2x = -(p2y - p3y);\n        perp2y = p2x - p3x;\n\n        dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y);\n        perp2x /= dist;\n        perp2y /= dist;\n        perp2x *= width;\n        perp2y *= width;\n\n        var a1 = -perpy + p1y - (-perpy + p2y);\n        var b1 = -perpx + p2x - (-perpx + p1x);\n        var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);\n        var a2 = -perp2y + p3y - (-perp2y + p2y);\n        var b2 = -perp2x + p2x - (-perp2x + p3x);\n        var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);\n\n        var denom = a1 * b2 - a2 * b1;\n\n        if (Math.abs(denom) < 0.1) {\n            denom += 10.1;\n            verts.push(p2x - perpx * r1, p2y - perpy * r1, r, g, b, alpha);\n\n            verts.push(p2x + perpx * r2, p2y + perpy * r2, r, g, b, alpha);\n\n            continue;\n        }\n\n        var px = (b1 * c2 - b2 * c1) / denom;\n        var py = (a2 * c1 - a1 * c2) / denom;\n        var pdist = (px - p2x) * (px - p2x) + (py - p2y) * (py - p2y);\n\n        if (pdist > 196 * width * width) {\n            perp3x = perpx - perp2x;\n            perp3y = perpy - perp2y;\n\n            dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y);\n            perp3x /= dist;\n            perp3y /= dist;\n            perp3x *= width;\n            perp3y *= width;\n\n            verts.push(p2x - perp3x * r1, p2y - perp3y * r1);\n            verts.push(r, g, b, alpha);\n\n            verts.push(p2x + perp3x * r2, p2y + perp3y * r2);\n            verts.push(r, g, b, alpha);\n\n            verts.push(p2x - perp3x * r2 * r1, p2y - perp3y * r1);\n            verts.push(r, g, b, alpha);\n\n            indexCount++;\n        } else {\n            verts.push(p2x + (px - p2x) * r1, p2y + (py - p2y) * r1);\n            verts.push(r, g, b, alpha);\n\n            verts.push(p2x - (px - p2x) * r2, p2y - (py - p2y) * r2);\n            verts.push(r, g, b, alpha);\n        }\n    }\n\n    p1x = points[(length - 2) * 2];\n    p1y = points[(length - 2) * 2 + 1];\n\n    p2x = points[(length - 1) * 2];\n    p2y = points[(length - 1) * 2 + 1];\n\n    perpx = -(p1y - p2y);\n    perpy = p1x - p2x;\n\n    dist = Math.sqrt(perpx * perpx + perpy * perpy);\n    perpx /= dist;\n    perpy /= dist;\n    perpx *= width;\n    perpy *= width;\n\n    verts.push(p2x - perpx * r1, p2y - perpy * r1);\n    verts.push(r, g, b, alpha);\n\n    verts.push(p2x + perpx * r2, p2y + perpy * r2);\n    verts.push(r, g, b, alpha);\n\n    indices.push(indexStart);\n\n    for (var _i = 0; _i < indexCount; ++_i) {\n        indices.push(indexStart++);\n    }\n\n    indices.push(indexStart - 1);\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\n\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines\n */\nfunction buildNativeLine(graphicsData, webGLData) {\n    var i = 0;\n    var points = graphicsData.points;\n\n    if (points.length === 0) return;\n\n    var verts = webGLData.points;\n    var length = points.length / 2;\n\n    // sort color\n    var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n    var alpha = graphicsData.lineAlpha;\n    var r = color[0] * alpha;\n    var g = color[1] * alpha;\n    var b = color[2] * alpha;\n\n    for (i = 1; i < length; i++) {\n        var p1x = points[(i - 1) * 2];\n        var p1y = points[(i - 1) * 2 + 1];\n\n        var p2x = points[i * 2];\n        var p2y = points[i * 2 + 1];\n\n        verts.push(p1x, p1y);\n        verts.push(r, g, b, alpha);\n\n        verts.push(p2x, p2y);\n        verts.push(r, g, b, alpha);\n    }\n}\n//# sourceMappingURL=buildLine.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildLine.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildPoly.js":
/*!*************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildPoly.js ***!
  \*************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = buildPoly;\n\nvar _buildLine = __webpack_require__(/*! ./buildLine */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildLine.js\");\n\nvar _buildLine2 = _interopRequireDefault(_buildLine);\n\nvar _utils = __webpack_require__(/*! ../../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _earcut = __webpack_require__(/*! earcut */ \"./node_modules/earcut/src/earcut.js\");\n\nvar _earcut2 = _interopRequireDefault(_earcut);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines\n */\nfunction buildPoly(graphicsData, webGLData, webGLDataNativeLines) {\n    graphicsData.points = graphicsData.shape.points.slice();\n\n    var points = graphicsData.points;\n\n    if (graphicsData.fill && points.length >= 6) {\n        var holeArray = [];\n        // Process holes..\n        var holes = graphicsData.holes;\n\n        for (var i = 0; i < holes.length; i++) {\n            var hole = holes[i];\n\n            holeArray.push(points.length / 2);\n\n            points = points.concat(hole.points);\n        }\n\n        // get first and last point.. figure out the middle!\n        var verts = webGLData.points;\n        var indices = webGLData.indices;\n\n        var length = points.length / 2;\n\n        // sort color\n        var color = (0, _utils.hex2rgb)(graphicsData.fillColor);\n        var alpha = graphicsData.fillAlpha;\n        var r = color[0] * alpha;\n        var g = color[1] * alpha;\n        var b = color[2] * alpha;\n\n        var triangles = (0, _earcut2.default)(points, holeArray, 2);\n\n        if (!triangles) {\n            return;\n        }\n\n        var vertPos = verts.length / 6;\n\n        for (var _i = 0; _i < triangles.length; _i += 3) {\n            indices.push(triangles[_i] + vertPos);\n            indices.push(triangles[_i] + vertPos);\n            indices.push(triangles[_i + 1] + vertPos);\n            indices.push(triangles[_i + 2] + vertPos);\n            indices.push(triangles[_i + 2] + vertPos);\n        }\n\n        for (var _i2 = 0; _i2 < length; _i2++) {\n            verts.push(points[_i2 * 2], points[_i2 * 2 + 1], r, g, b, alpha);\n        }\n    }\n\n    if (graphicsData.lineWidth > 0) {\n        (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines);\n    }\n}\n//# sourceMappingURL=buildPoly.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildPoly.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRectangle.js":
/*!******************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRectangle.js ***!
  \******************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = buildRectangle;\n\nvar _buildLine = __webpack_require__(/*! ./buildLine */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildLine.js\");\n\nvar _buildLine2 = _interopRequireDefault(_buildLine);\n\nvar _utils = __webpack_require__(/*! ../../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines\n */\nfunction buildRectangle(graphicsData, webGLData, webGLDataNativeLines) {\n    // --- //\n    // need to convert points to a nice regular data\n    //\n    var rectData = graphicsData.shape;\n    var x = rectData.x;\n    var y = rectData.y;\n    var width = rectData.width;\n    var height = rectData.height;\n\n    if (graphicsData.fill) {\n        var color = (0, _utils.hex2rgb)(graphicsData.fillColor);\n        var alpha = graphicsData.fillAlpha;\n\n        var r = color[0] * alpha;\n        var g = color[1] * alpha;\n        var b = color[2] * alpha;\n\n        var verts = webGLData.points;\n        var indices = webGLData.indices;\n\n        var vertPos = verts.length / 6;\n\n        // start\n        verts.push(x, y);\n        verts.push(r, g, b, alpha);\n\n        verts.push(x + width, y);\n        verts.push(r, g, b, alpha);\n\n        verts.push(x, y + height);\n        verts.push(r, g, b, alpha);\n\n        verts.push(x + width, y + height);\n        verts.push(r, g, b, alpha);\n\n        // insert 2 dead triangles..\n        indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3);\n    }\n\n    if (graphicsData.lineWidth) {\n        var tempPoints = graphicsData.points;\n\n        graphicsData.points = [x, y, x + width, y, x + width, y + height, x, y + height, x, y];\n\n        (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines);\n\n        graphicsData.points = tempPoints;\n    }\n}\n//# sourceMappingURL=buildRectangle.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRectangle.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRoundedRectangle.js":
/*!*************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRoundedRectangle.js ***!
  \*************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = buildRoundedRectangle;\n\nvar _earcut = __webpack_require__(/*! earcut */ \"./node_modules/earcut/src/earcut.js\");\n\nvar _earcut2 = _interopRequireDefault(_earcut);\n\nvar _buildLine = __webpack_require__(/*! ./buildLine */ \"./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildLine.js\");\n\nvar _buildLine2 = _interopRequireDefault(_buildLine);\n\nvar _utils = __webpack_require__(/*! ../../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines\n */\nfunction buildRoundedRectangle(graphicsData, webGLData, webGLDataNativeLines) {\n    var rrectData = graphicsData.shape;\n    var x = rrectData.x;\n    var y = rrectData.y;\n    var width = rrectData.width;\n    var height = rrectData.height;\n\n    var radius = rrectData.radius;\n\n    var recPoints = [];\n\n    recPoints.push(x, y + radius);\n    quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height, recPoints);\n    quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius, recPoints);\n    quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y, recPoints);\n    quadraticBezierCurve(x + radius, y, x, y, x, y + radius + 0.0000000001, recPoints);\n\n    // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.\n    // TODO - fix this properly, this is not very elegant.. but it works for now.\n\n    if (graphicsData.fill) {\n        var color = (0, _utils.hex2rgb)(graphicsData.fillColor);\n        var alpha = graphicsData.fillAlpha;\n\n        var r = color[0] * alpha;\n        var g = color[1] * alpha;\n        var b = color[2] * alpha;\n\n        var verts = webGLData.points;\n        var indices = webGLData.indices;\n\n        var vecPos = verts.length / 6;\n\n        var triangles = (0, _earcut2.default)(recPoints, null, 2);\n\n        for (var i = 0, j = triangles.length; i < j; i += 3) {\n            indices.push(triangles[i] + vecPos);\n            indices.push(triangles[i] + vecPos);\n            indices.push(triangles[i + 1] + vecPos);\n            indices.push(triangles[i + 2] + vecPos);\n            indices.push(triangles[i + 2] + vecPos);\n        }\n\n        for (var _i = 0, _j = recPoints.length; _i < _j; _i++) {\n            verts.push(recPoints[_i], recPoints[++_i], r, g, b, alpha);\n        }\n    }\n\n    if (graphicsData.lineWidth) {\n        var tempPoints = graphicsData.points;\n\n        graphicsData.points = recPoints;\n\n        (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines);\n\n        graphicsData.points = tempPoints;\n    }\n}\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @return {number} the result\n *\n */\nfunction getPt(n1, n2, perc) {\n    var diff = n2 - n1;\n\n    return n1 + diff * perc;\n}\n\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @return {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY) {\n    var out = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : [];\n\n    var n = 20;\n    var points = out;\n\n    var xa = 0;\n    var ya = 0;\n    var xb = 0;\n    var yb = 0;\n    var x = 0;\n    var y = 0;\n\n    for (var i = 0, j = 0; i <= n; ++i) {\n        j = i / n;\n\n        // The Green Line\n        xa = getPt(fromX, cpX, j);\n        ya = getPt(fromY, cpY, j);\n        xb = getPt(cpX, toX, j);\n        yb = getPt(cpY, toY, j);\n\n        // The Black Dot\n        x = getPt(xa, xb, j);\n        y = getPt(ya, yb, j);\n\n        points.push(x, y);\n    }\n\n    return points;\n}\n//# sourceMappingURL=buildRoundedRectangle.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/graphics/webgl/utils/buildRoundedRectangle.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/index.js":
/*!************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/index.js ***!
  \************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.autoDetectRenderer = exports.Application = exports.Filter = exports.SpriteMaskFilter = exports.Quad = exports.RenderTarget = exports.ObjectRenderer = exports.WebGLManager = exports.Shader = exports.CanvasRenderTarget = exports.TextureUvs = exports.VideoBaseTexture = exports.BaseRenderTexture = exports.RenderTexture = exports.BaseTexture = exports.TextureMatrix = exports.Texture = exports.Spritesheet = exports.CanvasGraphicsRenderer = exports.GraphicsRenderer = exports.GraphicsData = exports.Graphics = exports.TextMetrics = exports.TextStyle = exports.Text = exports.SpriteRenderer = exports.CanvasTinter = exports.CanvasSpriteRenderer = exports.Sprite = exports.TransformBase = exports.TransformStatic = exports.Transform = exports.Container = exports.DisplayObject = exports.Bounds = exports.glCore = exports.WebGLRenderer = exports.CanvasRenderer = exports.ticker = exports.utils = exports.settings = undefined;\n\nvar _const = __webpack_require__(/*! ./const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nObject.keys(_const).forEach(function (key) {\n  if (key === \"default\" || key === \"__esModule\") return;\n  Object.defineProperty(exports, key, {\n    enumerable: true,\n    get: function get() {\n      return _const[key];\n    }\n  });\n});\n\nvar _math = __webpack_require__(/*! ./math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nObject.keys(_math).forEach(function (key) {\n  if (key === \"default\" || key === \"__esModule\") return;\n  Object.defineProperty(exports, key, {\n    enumerable: true,\n    get: function get() {\n      return _math[key];\n    }\n  });\n});\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nObject.defineProperty(exports, 'glCore', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_pixiGlCore).default;\n  }\n});\n\nvar _Bounds = __webpack_require__(/*! ./display/Bounds */ \"./node_modules/pixi.js/lib/core/display/Bounds.js\");\n\nObject.defineProperty(exports, 'Bounds', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Bounds).default;\n  }\n});\n\nvar _DisplayObject = __webpack_require__(/*! ./display/DisplayObject */ \"./node_modules/pixi.js/lib/core/display/DisplayObject.js\");\n\nObject.defineProperty(exports, 'DisplayObject', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_DisplayObject).default;\n  }\n});\n\nvar _Container = __webpack_require__(/*! ./display/Container */ \"./node_modules/pixi.js/lib/core/display/Container.js\");\n\nObject.defineProperty(exports, 'Container', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Container).default;\n  }\n});\n\nvar _Transform = __webpack_require__(/*! ./display/Transform */ \"./node_modules/pixi.js/lib/core/display/Transform.js\");\n\nObject.defineProperty(exports, 'Transform', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Transform).default;\n  }\n});\n\nvar _TransformStatic = __webpack_require__(/*! ./display/TransformStatic */ \"./node_modules/pixi.js/lib/core/display/TransformStatic.js\");\n\nObject.defineProperty(exports, 'TransformStatic', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_TransformStatic).default;\n  }\n});\n\nvar _TransformBase = __webpack_require__(/*! ./display/TransformBase */ \"./node_modules/pixi.js/lib/core/display/TransformBase.js\");\n\nObject.defineProperty(exports, 'TransformBase', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_TransformBase).default;\n  }\n});\n\nvar _Sprite = __webpack_require__(/*! ./sprites/Sprite */ \"./node_modules/pixi.js/lib/core/sprites/Sprite.js\");\n\nObject.defineProperty(exports, 'Sprite', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Sprite).default;\n  }\n});\n\nvar _CanvasSpriteRenderer = __webpack_require__(/*! ./sprites/canvas/CanvasSpriteRenderer */ \"./node_modules/pixi.js/lib/core/sprites/canvas/CanvasSpriteRenderer.js\");\n\nObject.defineProperty(exports, 'CanvasSpriteRenderer', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_CanvasSpriteRenderer).default;\n  }\n});\n\nvar _CanvasTinter = __webpack_require__(/*! ./sprites/canvas/CanvasTinter */ \"./node_modules/pixi.js/lib/core/sprites/canvas/CanvasTinter.js\");\n\nObject.defineProperty(exports, 'CanvasTinter', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_CanvasTinter).default;\n  }\n});\n\nvar _SpriteRenderer = __webpack_require__(/*! ./sprites/webgl/SpriteRenderer */ \"./node_modules/pixi.js/lib/core/sprites/webgl/SpriteRenderer.js\");\n\nObject.defineProperty(exports, 'SpriteRenderer', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_SpriteRenderer).default;\n  }\n});\n\nvar _Text = __webpack_require__(/*! ./text/Text */ \"./node_modules/pixi.js/lib/core/text/Text.js\");\n\nObject.defineProperty(exports, 'Text', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Text).default;\n  }\n});\n\nvar _TextStyle = __webpack_require__(/*! ./text/TextStyle */ \"./node_modules/pixi.js/lib/core/text/TextStyle.js\");\n\nObject.defineProperty(exports, 'TextStyle', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_TextStyle).default;\n  }\n});\n\nvar _TextMetrics = __webpack_require__(/*! ./text/TextMetrics */ \"./node_modules/pixi.js/lib/core/text/TextMetrics.js\");\n\nObject.defineProperty(exports, 'TextMetrics', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_TextMetrics).default;\n  }\n});\n\nvar _Graphics = __webpack_require__(/*! ./graphics/Graphics */ \"./node_modules/pixi.js/lib/core/graphics/Graphics.js\");\n\nObject.defineProperty(exports, 'Graphics', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Graphics).default;\n  }\n});\n\nvar _GraphicsData = __webpack_require__(/*! ./graphics/GraphicsData */ \"./node_modules/pixi.js/lib/core/graphics/GraphicsData.js\");\n\nObject.defineProperty(exports, 'GraphicsData', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_GraphicsData).default;\n  }\n});\n\nvar _GraphicsRenderer = __webpack_require__(/*! ./graphics/webgl/GraphicsRenderer */ \"./node_modules/pixi.js/lib/core/graphics/webgl/GraphicsRenderer.js\");\n\nObject.defineProperty(exports, 'GraphicsRenderer', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_GraphicsRenderer).default;\n  }\n});\n\nvar _CanvasGraphicsRenderer = __webpack_require__(/*! ./graphics/canvas/CanvasGraphicsRenderer */ \"./node_modules/pixi.js/lib/core/graphics/canvas/CanvasGraphicsRenderer.js\");\n\nObject.defineProperty(exports, 'CanvasGraphicsRenderer', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_CanvasGraphicsRenderer).default;\n  }\n});\n\nvar _Spritesheet = __webpack_require__(/*! ./textures/Spritesheet */ \"./node_modules/pixi.js/lib/core/textures/Spritesheet.js\");\n\nObject.defineProperty(exports, 'Spritesheet', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Spritesheet).default;\n  }\n});\n\nvar _Texture = __webpack_require__(/*! ./textures/Texture */ \"./node_modules/pixi.js/lib/core/textures/Texture.js\");\n\nObject.defineProperty(exports, 'Texture', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Texture).default;\n  }\n});\n\nvar _TextureMatrix = __webpack_require__(/*! ./textures/TextureMatrix */ \"./node_modules/pixi.js/lib/core/textures/TextureMatrix.js\");\n\nObject.defineProperty(exports, 'TextureMatrix', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_TextureMatrix).default;\n  }\n});\n\nvar _BaseTexture = __webpack_require__(/*! ./textures/BaseTexture */ \"./node_modules/pixi.js/lib/core/textures/BaseTexture.js\");\n\nObject.defineProperty(exports, 'BaseTexture', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_BaseTexture).default;\n  }\n});\n\nvar _RenderTexture = __webpack_require__(/*! ./textures/RenderTexture */ \"./node_modules/pixi.js/lib/core/textures/RenderTexture.js\");\n\nObject.defineProperty(exports, 'RenderTexture', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_RenderTexture).default;\n  }\n});\n\nvar _BaseRenderTexture = __webpack_require__(/*! ./textures/BaseRenderTexture */ \"./node_modules/pixi.js/lib/core/textures/BaseRenderTexture.js\");\n\nObject.defineProperty(exports, 'BaseRenderTexture', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_BaseRenderTexture).default;\n  }\n});\n\nvar _VideoBaseTexture = __webpack_require__(/*! ./textures/VideoBaseTexture */ \"./node_modules/pixi.js/lib/core/textures/VideoBaseTexture.js\");\n\nObject.defineProperty(exports, 'VideoBaseTexture', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_VideoBaseTexture).default;\n  }\n});\n\nvar _TextureUvs = __webpack_require__(/*! ./textures/TextureUvs */ \"./node_modules/pixi.js/lib/core/textures/TextureUvs.js\");\n\nObject.defineProperty(exports, 'TextureUvs', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_TextureUvs).default;\n  }\n});\n\nvar _CanvasRenderTarget = __webpack_require__(/*! ./renderers/canvas/utils/CanvasRenderTarget */ \"./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasRenderTarget.js\");\n\nObject.defineProperty(exports, 'CanvasRenderTarget', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_CanvasRenderTarget).default;\n  }\n});\n\nvar _Shader = __webpack_require__(/*! ./Shader */ \"./node_modules/pixi.js/lib/core/Shader.js\");\n\nObject.defineProperty(exports, 'Shader', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Shader).default;\n  }\n});\n\nvar _WebGLManager = __webpack_require__(/*! ./renderers/webgl/managers/WebGLManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js\");\n\nObject.defineProperty(exports, 'WebGLManager', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_WebGLManager).default;\n  }\n});\n\nvar _ObjectRenderer = __webpack_require__(/*! ./renderers/webgl/utils/ObjectRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/ObjectRenderer.js\");\n\nObject.defineProperty(exports, 'ObjectRenderer', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_ObjectRenderer).default;\n  }\n});\n\nvar _RenderTarget = __webpack_require__(/*! ./renderers/webgl/utils/RenderTarget */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/RenderTarget.js\");\n\nObject.defineProperty(exports, 'RenderTarget', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_RenderTarget).default;\n  }\n});\n\nvar _Quad = __webpack_require__(/*! ./renderers/webgl/utils/Quad */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/Quad.js\");\n\nObject.defineProperty(exports, 'Quad', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Quad).default;\n  }\n});\n\nvar _SpriteMaskFilter = __webpack_require__(/*! ./renderers/webgl/filters/spriteMask/SpriteMaskFilter */ \"./node_modules/pixi.js/lib/core/renderers/webgl/filters/spriteMask/SpriteMaskFilter.js\");\n\nObject.defineProperty(exports, 'SpriteMaskFilter', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_SpriteMaskFilter).default;\n  }\n});\n\nvar _Filter = __webpack_require__(/*! ./renderers/webgl/filters/Filter */ \"./node_modules/pixi.js/lib/core/renderers/webgl/filters/Filter.js\");\n\nObject.defineProperty(exports, 'Filter', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Filter).default;\n  }\n});\n\nvar _Application = __webpack_require__(/*! ./Application */ \"./node_modules/pixi.js/lib/core/Application.js\");\n\nObject.defineProperty(exports, 'Application', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Application).default;\n  }\n});\n\nvar _autoDetectRenderer = __webpack_require__(/*! ./autoDetectRenderer */ \"./node_modules/pixi.js/lib/core/autoDetectRenderer.js\");\n\nObject.defineProperty(exports, 'autoDetectRenderer', {\n  enumerable: true,\n  get: function get() {\n    return _autoDetectRenderer.autoDetectRenderer;\n  }\n});\n\nvar _utils = __webpack_require__(/*! ./utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar utils = _interopRequireWildcard(_utils);\n\nvar _ticker = __webpack_require__(/*! ./ticker */ \"./node_modules/pixi.js/lib/core/ticker/index.js\");\n\nvar ticker = _interopRequireWildcard(_ticker);\n\nvar _settings = __webpack_require__(/*! ./settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _CanvasRenderer = __webpack_require__(/*! ./renderers/canvas/CanvasRenderer */ \"./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js\");\n\nvar _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);\n\nvar _WebGLRenderer = __webpack_require__(/*! ./renderers/webgl/WebGLRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js\");\n\nvar _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer);\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nexports.settings = _settings2.default;\nexports.utils = utils;\nexports.ticker = ticker;\nexports.CanvasRenderer = _CanvasRenderer2.default;\nexports.WebGLRenderer = _WebGLRenderer2.default; /**\n                                                  * @namespace PIXI\n                                                  */\n//# sourceMappingURL=index.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/index.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/GroupD8.js":
/*!*******************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/GroupD8.js ***!
  \*******************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Matrix = __webpack_require__(/*! ./Matrix */ \"./node_modules/pixi.js/lib/core/math/Matrix.js\");\n\nvar _Matrix2 = _interopRequireDefault(_Matrix);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group of order 16\n\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\nvar tempMatrices = [];\n\nvar mul = [];\n\nfunction signum(x) {\n    if (x < 0) {\n        return -1;\n    }\n    if (x > 0) {\n        return 1;\n    }\n\n    return 0;\n}\n\nfunction init() {\n    for (var i = 0; i < 16; i++) {\n        var row = [];\n\n        mul.push(row);\n\n        for (var j = 0; j < 16; j++) {\n            var _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]);\n            var _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]);\n            var _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]);\n            var _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]);\n\n            for (var k = 0; k < 16; k++) {\n                if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) {\n                    row.push(k);\n                    break;\n                }\n            }\n        }\n    }\n\n    for (var _i = 0; _i < 16; _i++) {\n        var mat = new _Matrix2.default();\n\n        mat.set(ux[_i], uy[_i], vx[_i], vy[_i], 0, 0);\n        tempMatrices.push(mat);\n    }\n}\n\ninit();\n\n/**\n * Implements Dihedral Group D_8, see [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html},\n * D8 is the same but with diagonals. Used for texture rotations.\n *\n * Vector xX(i), xY(i) is U-axis of sprite with rotation i\n * Vector yY(i), yY(i) is V-axis of sprite with rotation i\n * Rotations: 0 grad (0), 90 grad (2), 180 grad (4), 270 grad (6)\n * Mirrors: vertical (8), main diagonal (10), horizontal (12), reverse diagonal (14)\n * This is the small part of gameofbombs.com portal system. It works.\n *\n * @author Ivan @ivanpopelyshev\n * @class\n * @memberof PIXI\n */\nvar GroupD8 = {\n    E: 0,\n    SE: 1,\n    S: 2,\n    SW: 3,\n    W: 4,\n    NW: 5,\n    N: 6,\n    NE: 7,\n    MIRROR_VERTICAL: 8,\n    MIRROR_HORIZONTAL: 12,\n    uX: function uX(ind) {\n        return ux[ind];\n    },\n    uY: function uY(ind) {\n        return uy[ind];\n    },\n    vX: function vX(ind) {\n        return vx[ind];\n    },\n    vY: function vY(ind) {\n        return vy[ind];\n    },\n    inv: function inv(rotation) {\n        if (rotation & 8) {\n            return rotation & 15;\n        }\n\n        return -rotation & 7;\n    },\n    add: function add(rotationSecond, rotationFirst) {\n        return mul[rotationSecond][rotationFirst];\n    },\n    sub: function sub(rotationSecond, rotationFirst) {\n        return mul[rotationSecond][GroupD8.inv(rotationFirst)];\n    },\n\n    /**\n     * Adds 180 degrees to rotation. Commutative operation.\n     *\n     * @memberof PIXI.GroupD8\n     * @param {number} rotation - The number to rotate.\n     * @returns {number} rotated number\n     */\n    rotate180: function rotate180(rotation) {\n        return rotation ^ 4;\n    },\n\n    /**\n     * Direction of main vector can be horizontal, vertical or diagonal.\n     * Some objects work with vertical directions different.\n     *\n     * @memberof PIXI.GroupD8\n     * @param {number} rotation - The number to check.\n     * @returns {boolean} Whether or not the direction is vertical\n     */\n    isVertical: function isVertical(rotation) {\n        return (rotation & 3) === 2;\n    },\n\n    /**\n     * @memberof PIXI.GroupD8\n     * @param {number} dx - TODO\n     * @param {number} dy - TODO\n     *\n     * @return {number} TODO\n     */\n    byDirection: function byDirection(dx, dy) {\n        if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n            if (dy >= 0) {\n                return GroupD8.S;\n            }\n\n            return GroupD8.N;\n        } else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n            if (dx > 0) {\n                return GroupD8.E;\n            }\n\n            return GroupD8.W;\n        } else if (dy > 0) {\n            if (dx > 0) {\n                return GroupD8.SE;\n            }\n\n            return GroupD8.SW;\n        } else if (dx > 0) {\n            return GroupD8.NE;\n        }\n\n        return GroupD8.NW;\n    },\n\n    /**\n     * Helps sprite to compensate texture packer rotation.\n     *\n     * @memberof PIXI.GroupD8\n     * @param {PIXI.Matrix} matrix - sprite world matrix\n     * @param {number} rotation - The rotation factor to use.\n     * @param {number} tx - sprite anchoring\n     * @param {number} ty - sprite anchoring\n     */\n    matrixAppendRotationInv: function matrixAppendRotationInv(matrix, rotation) {\n        var tx = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n        var ty = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;\n\n        // Packer used \"rotation\", we use \"inv(rotation)\"\n        var mat = tempMatrices[GroupD8.inv(rotation)];\n\n        mat.tx = tx;\n        mat.ty = ty;\n        matrix.append(mat);\n    }\n};\n\nexports.default = GroupD8;\n//# sourceMappingURL=GroupD8.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/GroupD8.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/Matrix.js":
/*!******************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/Matrix.js ***!
  \******************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Point = __webpack_require__(/*! ./Point */ \"./node_modules/pixi.js/lib/core/math/Point.js\");\n\nvar _Point2 = _interopRequireDefault(_Point);\n\nvar _const = __webpack_require__(/*! ../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The PixiJS Matrix class as an object, which makes it a lot faster,\n * here is a representation of it :\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n *\n * @class\n * @memberof PIXI\n */\nvar Matrix = function () {\n    /**\n     * @param {number} [a=1] - x scale\n     * @param {number} [b=0] - x skew\n     * @param {number} [c=0] - y skew\n     * @param {number} [d=1] - y scale\n     * @param {number} [tx=0] - x translation\n     * @param {number} [ty=0] - y translation\n     */\n    function Matrix() {\n        var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n        var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n        var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n        var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n        var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;\n        var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n\n        _classCallCheck(this, Matrix);\n\n        /**\n         * @member {number}\n         * @default 1\n         */\n        this.a = a;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.b = b;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.c = c;\n\n        /**\n         * @member {number}\n         * @default 1\n         */\n        this.d = d;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.tx = tx;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.ty = ty;\n\n        this.array = null;\n    }\n\n    /**\n     * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n     *\n     * a = array[0]\n     * b = array[1]\n     * c = array[3]\n     * d = array[4]\n     * tx = array[2]\n     * ty = array[5]\n     *\n     * @param {number[]} array - The array that the matrix will be populated from.\n     */\n\n\n    Matrix.prototype.fromArray = function fromArray(array) {\n        this.a = array[0];\n        this.b = array[1];\n        this.c = array[3];\n        this.d = array[4];\n        this.tx = array[2];\n        this.ty = array[5];\n    };\n\n    /**\n     * sets the matrix properties\n     *\n     * @param {number} a - Matrix component\n     * @param {number} b - Matrix component\n     * @param {number} c - Matrix component\n     * @param {number} d - Matrix component\n     * @param {number} tx - Matrix component\n     * @param {number} ty - Matrix component\n     *\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.set = function set(a, b, c, d, tx, ty) {\n        this.a = a;\n        this.b = b;\n        this.c = c;\n        this.d = d;\n        this.tx = tx;\n        this.ty = ty;\n\n        return this;\n    };\n\n    /**\n     * Creates an array from the current Matrix object.\n     *\n     * @param {boolean} transpose - Whether we need to transpose the matrix or not\n     * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n     * @return {number[]} the newly created array which contains the matrix\n     */\n\n\n    Matrix.prototype.toArray = function toArray(transpose, out) {\n        if (!this.array) {\n            this.array = new Float32Array(9);\n        }\n\n        var array = out || this.array;\n\n        if (transpose) {\n            array[0] = this.a;\n            array[1] = this.b;\n            array[2] = 0;\n            array[3] = this.c;\n            array[4] = this.d;\n            array[5] = 0;\n            array[6] = this.tx;\n            array[7] = this.ty;\n            array[8] = 1;\n        } else {\n            array[0] = this.a;\n            array[1] = this.c;\n            array[2] = this.tx;\n            array[3] = this.b;\n            array[4] = this.d;\n            array[5] = this.ty;\n            array[6] = 0;\n            array[7] = 0;\n            array[8] = 1;\n        }\n\n        return array;\n    };\n\n    /**\n     * Get a new position with the current transformation applied.\n     * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n     *\n     * @param {PIXI.Point} pos - The origin\n     * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n     * @return {PIXI.Point} The new point, transformed through this matrix\n     */\n\n\n    Matrix.prototype.apply = function apply(pos, newPos) {\n        newPos = newPos || new _Point2.default();\n\n        var x = pos.x;\n        var y = pos.y;\n\n        newPos.x = this.a * x + this.c * y + this.tx;\n        newPos.y = this.b * x + this.d * y + this.ty;\n\n        return newPos;\n    };\n\n    /**\n     * Get a new position with the inverse of the current transformation applied.\n     * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n     *\n     * @param {PIXI.Point} pos - The origin\n     * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n     * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n     */\n\n\n    Matrix.prototype.applyInverse = function applyInverse(pos, newPos) {\n        newPos = newPos || new _Point2.default();\n\n        var id = 1 / (this.a * this.d + this.c * -this.b);\n\n        var x = pos.x;\n        var y = pos.y;\n\n        newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n        newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n\n        return newPos;\n    };\n\n    /**\n     * Translates the matrix on the x and y.\n     *\n     * @param {number} x How much to translate x by\n     * @param {number} y How much to translate y by\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.translate = function translate(x, y) {\n        this.tx += x;\n        this.ty += y;\n\n        return this;\n    };\n\n    /**\n     * Applies a scale transformation to the matrix.\n     *\n     * @param {number} x The amount to scale horizontally\n     * @param {number} y The amount to scale vertically\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.scale = function scale(x, y) {\n        this.a *= x;\n        this.d *= y;\n        this.c *= x;\n        this.b *= y;\n        this.tx *= x;\n        this.ty *= y;\n\n        return this;\n    };\n\n    /**\n     * Applies a rotation transformation to the matrix.\n     *\n     * @param {number} angle - The angle in radians.\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.rotate = function rotate(angle) {\n        var cos = Math.cos(angle);\n        var sin = Math.sin(angle);\n\n        var a1 = this.a;\n        var c1 = this.c;\n        var tx1 = this.tx;\n\n        this.a = a1 * cos - this.b * sin;\n        this.b = a1 * sin + this.b * cos;\n        this.c = c1 * cos - this.d * sin;\n        this.d = c1 * sin + this.d * cos;\n        this.tx = tx1 * cos - this.ty * sin;\n        this.ty = tx1 * sin + this.ty * cos;\n\n        return this;\n    };\n\n    /**\n     * Appends the given Matrix to this Matrix.\n     *\n     * @param {PIXI.Matrix} matrix - The matrix to append.\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.append = function append(matrix) {\n        var a1 = this.a;\n        var b1 = this.b;\n        var c1 = this.c;\n        var d1 = this.d;\n\n        this.a = matrix.a * a1 + matrix.b * c1;\n        this.b = matrix.a * b1 + matrix.b * d1;\n        this.c = matrix.c * a1 + matrix.d * c1;\n        this.d = matrix.c * b1 + matrix.d * d1;\n\n        this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n        this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n\n        return this;\n    };\n\n    /**\n     * Sets the matrix based on all the available properties\n     *\n     * @param {number} x - Position on the x axis\n     * @param {number} y - Position on the y axis\n     * @param {number} pivotX - Pivot on the x axis\n     * @param {number} pivotY - Pivot on the y axis\n     * @param {number} scaleX - Scale on the x axis\n     * @param {number} scaleY - Scale on the y axis\n     * @param {number} rotation - Rotation in radians\n     * @param {number} skewX - Skew on the x axis\n     * @param {number} skewY - Skew on the y axis\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n        this.a = Math.cos(rotation + skewY) * scaleX;\n        this.b = Math.sin(rotation + skewY) * scaleX;\n        this.c = -Math.sin(rotation - skewX) * scaleY;\n        this.d = Math.cos(rotation - skewX) * scaleY;\n\n        this.tx = x - (pivotX * this.a + pivotY * this.c);\n        this.ty = y - (pivotX * this.b + pivotY * this.d);\n\n        return this;\n    };\n\n    /**\n     * Prepends the given Matrix to this Matrix.\n     *\n     * @param {PIXI.Matrix} matrix - The matrix to prepend\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.prepend = function prepend(matrix) {\n        var tx1 = this.tx;\n\n        if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n            var a1 = this.a;\n            var c1 = this.c;\n\n            this.a = a1 * matrix.a + this.b * matrix.c;\n            this.b = a1 * matrix.b + this.b * matrix.d;\n            this.c = c1 * matrix.a + this.d * matrix.c;\n            this.d = c1 * matrix.b + this.d * matrix.d;\n        }\n\n        this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n        this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n\n        return this;\n    };\n\n    /**\n     * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n     *\n     * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to.\n     * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties\n     */\n\n\n    Matrix.prototype.decompose = function decompose(transform) {\n        // sort out rotation / skew..\n        var a = this.a;\n        var b = this.b;\n        var c = this.c;\n        var d = this.d;\n\n        var skewX = -Math.atan2(-c, d);\n        var skewY = Math.atan2(b, a);\n\n        var delta = Math.abs(skewX + skewY);\n\n        if (delta < 0.00001 || Math.abs(_const.PI_2 - delta) < 0.00001) {\n            transform.rotation = skewY;\n\n            if (a < 0 && d >= 0) {\n                transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI;\n            }\n\n            transform.skew.x = transform.skew.y = 0;\n        } else {\n            transform.rotation = 0;\n            transform.skew.x = skewX;\n            transform.skew.y = skewY;\n        }\n\n        // next set scale\n        transform.scale.x = Math.sqrt(a * a + b * b);\n        transform.scale.y = Math.sqrt(c * c + d * d);\n\n        // next set position\n        transform.position.x = this.tx;\n        transform.position.y = this.ty;\n\n        return transform;\n    };\n\n    /**\n     * Inverts this matrix\n     *\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.invert = function invert() {\n        var a1 = this.a;\n        var b1 = this.b;\n        var c1 = this.c;\n        var d1 = this.d;\n        var tx1 = this.tx;\n        var n = a1 * d1 - b1 * c1;\n\n        this.a = d1 / n;\n        this.b = -b1 / n;\n        this.c = -c1 / n;\n        this.d = a1 / n;\n        this.tx = (c1 * this.ty - d1 * tx1) / n;\n        this.ty = -(a1 * this.ty - b1 * tx1) / n;\n\n        return this;\n    };\n\n    /**\n     * Resets this Matix to an identity (default) matrix.\n     *\n     * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.identity = function identity() {\n        this.a = 1;\n        this.b = 0;\n        this.c = 0;\n        this.d = 1;\n        this.tx = 0;\n        this.ty = 0;\n\n        return this;\n    };\n\n    /**\n     * Creates a new Matrix object with the same values as this one.\n     *\n     * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n     */\n\n\n    Matrix.prototype.clone = function clone() {\n        var matrix = new Matrix();\n\n        matrix.a = this.a;\n        matrix.b = this.b;\n        matrix.c = this.c;\n        matrix.d = this.d;\n        matrix.tx = this.tx;\n        matrix.ty = this.ty;\n\n        return matrix;\n    };\n\n    /**\n     * Changes the values of the given matrix to be the same as the ones in this matrix\n     *\n     * @param {PIXI.Matrix} matrix - The matrix to copy from.\n     * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n     */\n\n\n    Matrix.prototype.copy = function copy(matrix) {\n        matrix.a = this.a;\n        matrix.b = this.b;\n        matrix.c = this.c;\n        matrix.d = this.d;\n        matrix.tx = this.tx;\n        matrix.ty = this.ty;\n\n        return matrix;\n    };\n\n    /**\n     * A default (identity) matrix\n     *\n     * @static\n     * @const\n     */\n\n\n    _createClass(Matrix, null, [{\n        key: 'IDENTITY',\n        get: function get() {\n            return new Matrix();\n        }\n\n        /**\n         * A temp matrix\n         *\n         * @static\n         * @const\n         */\n\n    }, {\n        key: 'TEMP_MATRIX',\n        get: function get() {\n            return new Matrix();\n        }\n    }]);\n\n    return Matrix;\n}();\n\nexports.default = Matrix;\n//# sourceMappingURL=Matrix.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/Matrix.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/ObservablePoint.js":
/*!***************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/ObservablePoint.js ***!
  \***************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n * An observable point is a point that triggers a callback when the point's position is changed.\n *\n * @class\n * @memberof PIXI\n */\nvar ObservablePoint = function () {\n    /**\n     * @param {Function} cb - callback when changed\n     * @param {object} scope - owner of callback\n     * @param {number} [x=0] - position of the point on the x axis\n     * @param {number} [y=0] - position of the point on the y axis\n     */\n    function ObservablePoint(cb, scope) {\n        var x = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n        var y = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;\n\n        _classCallCheck(this, ObservablePoint);\n\n        this._x = x;\n        this._y = y;\n\n        this.cb = cb;\n        this.scope = scope;\n    }\n\n    /**\n     * Sets the point to a new x and y position.\n     * If y is omitted, both x and y will be set to x.\n     *\n     * @param {number} [x=0] - position of the point on the x axis\n     * @param {number} [y=0] - position of the point on the y axis\n     */\n\n\n    ObservablePoint.prototype.set = function set(x, y) {\n        var _x = x || 0;\n        var _y = y || (y !== 0 ? _x : 0);\n\n        if (this._x !== _x || this._y !== _y) {\n            this._x = _x;\n            this._y = _y;\n            this.cb.call(this.scope);\n        }\n    };\n\n    /**\n     * Copies the data from another point\n     *\n     * @param {PIXI.Point|PIXI.ObservablePoint} point - point to copy from\n     */\n\n\n    ObservablePoint.prototype.copy = function copy(point) {\n        if (this._x !== point.x || this._y !== point.y) {\n            this._x = point.x;\n            this._y = point.y;\n            this.cb.call(this.scope);\n        }\n    };\n\n    /**\n     * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n     *\n     * @member {number}\n     */\n\n\n    _createClass(ObservablePoint, [{\n        key: \"x\",\n        get: function get() {\n            return this._x;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            if (this._x !== value) {\n                this._x = value;\n                this.cb.call(this.scope);\n            }\n        }\n\n        /**\n         * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: \"y\",\n        get: function get() {\n            return this._y;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            if (this._y !== value) {\n                this._y = value;\n                this.cb.call(this.scope);\n            }\n        }\n    }]);\n\n    return ObservablePoint;\n}();\n\nexports.default = ObservablePoint;\n//# sourceMappingURL=ObservablePoint.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/ObservablePoint.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/Point.js":
/*!*****************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/Point.js ***!
  \*****************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * @class\n * @memberof PIXI\n */\nvar Point = function () {\n  /**\n   * @param {number} [x=0] - position of the point on the x axis\n   * @param {number} [y=0] - position of the point on the y axis\n   */\n  function Point() {\n    var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n    var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n\n    _classCallCheck(this, Point);\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.x = x;\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.y = y;\n  }\n\n  /**\n   * Creates a clone of this point\n   *\n   * @return {PIXI.Point} a copy of the point\n   */\n\n\n  Point.prototype.clone = function clone() {\n    return new Point(this.x, this.y);\n  };\n\n  /**\n   * Copies x and y from the given point\n   *\n   * @param {PIXI.Point} p - The point to copy.\n   */\n\n\n  Point.prototype.copy = function copy(p) {\n    this.set(p.x, p.y);\n  };\n\n  /**\n   * Returns true if the given point is equal to this point\n   *\n   * @param {PIXI.Point} p - The point to check\n   * @returns {boolean} Whether the given point equal to this point\n   */\n\n\n  Point.prototype.equals = function equals(p) {\n    return p.x === this.x && p.y === this.y;\n  };\n\n  /**\n   * Sets the point to a new x and y position.\n   * If y is omitted, both x and y will be set to x.\n   *\n   * @param {number} [x=0] - position of the point on the x axis\n   * @param {number} [y=0] - position of the point on the y axis\n   */\n\n\n  Point.prototype.set = function set(x, y) {\n    this.x = x || 0;\n    this.y = y || (y !== 0 ? this.x : 0);\n  };\n\n  return Point;\n}();\n\nexports.default = Point;\n//# sourceMappingURL=Point.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/Point.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/index.js":
/*!*****************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/index.js ***!
  \*****************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Point = __webpack_require__(/*! ./Point */ \"./node_modules/pixi.js/lib/core/math/Point.js\");\n\nObject.defineProperty(exports, 'Point', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Point).default;\n  }\n});\n\nvar _ObservablePoint = __webpack_require__(/*! ./ObservablePoint */ \"./node_modules/pixi.js/lib/core/math/ObservablePoint.js\");\n\nObject.defineProperty(exports, 'ObservablePoint', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_ObservablePoint).default;\n  }\n});\n\nvar _Matrix = __webpack_require__(/*! ./Matrix */ \"./node_modules/pixi.js/lib/core/math/Matrix.js\");\n\nObject.defineProperty(exports, 'Matrix', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Matrix).default;\n  }\n});\n\nvar _GroupD = __webpack_require__(/*! ./GroupD8 */ \"./node_modules/pixi.js/lib/core/math/GroupD8.js\");\n\nObject.defineProperty(exports, 'GroupD8', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_GroupD).default;\n  }\n});\n\nvar _Circle = __webpack_require__(/*! ./shapes/Circle */ \"./node_modules/pixi.js/lib/core/math/shapes/Circle.js\");\n\nObject.defineProperty(exports, 'Circle', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Circle).default;\n  }\n});\n\nvar _Ellipse = __webpack_require__(/*! ./shapes/Ellipse */ \"./node_modules/pixi.js/lib/core/math/shapes/Ellipse.js\");\n\nObject.defineProperty(exports, 'Ellipse', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Ellipse).default;\n  }\n});\n\nvar _Polygon = __webpack_require__(/*! ./shapes/Polygon */ \"./node_modules/pixi.js/lib/core/math/shapes/Polygon.js\");\n\nObject.defineProperty(exports, 'Polygon', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Polygon).default;\n  }\n});\n\nvar _Rectangle = __webpack_require__(/*! ./shapes/Rectangle */ \"./node_modules/pixi.js/lib/core/math/shapes/Rectangle.js\");\n\nObject.defineProperty(exports, 'Rectangle', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_Rectangle).default;\n  }\n});\n\nvar _RoundedRectangle = __webpack_require__(/*! ./shapes/RoundedRectangle */ \"./node_modules/pixi.js/lib/core/math/shapes/RoundedRectangle.js\");\n\nObject.defineProperty(exports, 'RoundedRectangle', {\n  enumerable: true,\n  get: function get() {\n    return _interopRequireDefault(_RoundedRectangle).default;\n  }\n});\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n//# sourceMappingURL=index.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/index.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/shapes/Circle.js":
/*!*************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/shapes/Circle.js ***!
  \*************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Rectangle = __webpack_require__(/*! ./Rectangle */ \"./node_modules/pixi.js/lib/core/math/shapes/Rectangle.js\");\n\nvar _Rectangle2 = _interopRequireDefault(_Rectangle);\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The Circle object can be used to specify a hit area for displayObjects\n *\n * @class\n * @memberof PIXI\n */\nvar Circle = function () {\n  /**\n   * @param {number} [x=0] - The X coordinate of the center of this circle\n   * @param {number} [y=0] - The Y coordinate of the center of this circle\n   * @param {number} [radius=0] - The radius of the circle\n   */\n  function Circle() {\n    var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n    var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n    var radius = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n\n    _classCallCheck(this, Circle);\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.x = x;\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.y = y;\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.radius = radius;\n\n    /**\n     * The type of the object, mainly used to avoid `instanceof` checks\n     *\n     * @member {number}\n     * @readOnly\n     * @default PIXI.SHAPES.CIRC\n     * @see PIXI.SHAPES\n     */\n    this.type = _const.SHAPES.CIRC;\n  }\n\n  /**\n   * Creates a clone of this Circle instance\n   *\n   * @return {PIXI.Circle} a copy of the Circle\n   */\n\n\n  Circle.prototype.clone = function clone() {\n    return new Circle(this.x, this.y, this.radius);\n  };\n\n  /**\n   * Checks whether the x and y coordinates given are contained within this circle\n   *\n   * @param {number} x - The X coordinate of the point to test\n   * @param {number} y - The Y coordinate of the point to test\n   * @return {boolean} Whether the x/y coordinates are within this Circle\n   */\n\n\n  Circle.prototype.contains = function contains(x, y) {\n    if (this.radius <= 0) {\n      return false;\n    }\n\n    var r2 = this.radius * this.radius;\n    var dx = this.x - x;\n    var dy = this.y - y;\n\n    dx *= dx;\n    dy *= dy;\n\n    return dx + dy <= r2;\n  };\n\n  /**\n  * Returns the framing rectangle of the circle as a Rectangle object\n  *\n  * @return {PIXI.Rectangle} the framing rectangle\n  */\n\n\n  Circle.prototype.getBounds = function getBounds() {\n    return new _Rectangle2.default(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n  };\n\n  return Circle;\n}();\n\nexports.default = Circle;\n//# sourceMappingURL=Circle.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/shapes/Circle.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/shapes/Ellipse.js":
/*!**************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/shapes/Ellipse.js ***!
  \**************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Rectangle = __webpack_require__(/*! ./Rectangle */ \"./node_modules/pixi.js/lib/core/math/shapes/Rectangle.js\");\n\nvar _Rectangle2 = _interopRequireDefault(_Rectangle);\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The Ellipse object can be used to specify a hit area for displayObjects\n *\n * @class\n * @memberof PIXI\n */\nvar Ellipse = function () {\n  /**\n   * @param {number} [x=0] - The X coordinate of the center of this circle\n   * @param {number} [y=0] - The Y coordinate of the center of this circle\n   * @param {number} [width=0] - The half width of this ellipse\n   * @param {number} [height=0] - The half height of this ellipse\n   */\n  function Ellipse() {\n    var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n    var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n    var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n    var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;\n\n    _classCallCheck(this, Ellipse);\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.x = x;\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.y = y;\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.width = width;\n\n    /**\n     * @member {number}\n     * @default 0\n     */\n    this.height = height;\n\n    /**\n     * The type of the object, mainly used to avoid `instanceof` checks\n     *\n     * @member {number}\n     * @readOnly\n     * @default PIXI.SHAPES.ELIP\n     * @see PIXI.SHAPES\n     */\n    this.type = _const.SHAPES.ELIP;\n  }\n\n  /**\n   * Creates a clone of this Ellipse instance\n   *\n   * @return {PIXI.Ellipse} a copy of the ellipse\n   */\n\n\n  Ellipse.prototype.clone = function clone() {\n    return new Ellipse(this.x, this.y, this.width, this.height);\n  };\n\n  /**\n   * Checks whether the x and y coordinates given are contained within this ellipse\n   *\n   * @param {number} x - The X coordinate of the point to test\n   * @param {number} y - The Y coordinate of the point to test\n   * @return {boolean} Whether the x/y coords are within this ellipse\n   */\n\n\n  Ellipse.prototype.contains = function contains(x, y) {\n    if (this.width <= 0 || this.height <= 0) {\n      return false;\n    }\n\n    // normalize the coords to an ellipse with center 0,0\n    var normx = (x - this.x) / this.width;\n    var normy = (y - this.y) / this.height;\n\n    normx *= normx;\n    normy *= normy;\n\n    return normx + normy <= 1;\n  };\n\n  /**\n   * Returns the framing rectangle of the ellipse as a Rectangle object\n   *\n   * @return {PIXI.Rectangle} the framing rectangle\n   */\n\n\n  Ellipse.prototype.getBounds = function getBounds() {\n    return new _Rectangle2.default(this.x - this.width, this.y - this.height, this.width, this.height);\n  };\n\n  return Ellipse;\n}();\n\nexports.default = Ellipse;\n//# sourceMappingURL=Ellipse.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/shapes/Ellipse.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/shapes/Polygon.js":
/*!**************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/shapes/Polygon.js ***!
  \**************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Point = __webpack_require__(/*! ../Point */ \"./node_modules/pixi.js/lib/core/math/Point.js\");\n\nvar _Point2 = _interopRequireDefault(_Point);\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @class\n * @memberof PIXI\n */\nvar Polygon = function () {\n    /**\n     * @param {PIXI.Point[]|number[]} points - This can be an array of Points\n     *  that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n     *  the arguments passed can be all the points of the polygon e.g.\n     *  `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n     *  x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n     */\n    function Polygon() {\n        for (var _len = arguments.length, points = Array(_len), _key = 0; _key < _len; _key++) {\n            points[_key] = arguments[_key];\n        }\n\n        _classCallCheck(this, Polygon);\n\n        if (Array.isArray(points[0])) {\n            points = points[0];\n        }\n\n        // if this is an array of points, convert it to a flat array of numbers\n        if (points[0] instanceof _Point2.default) {\n            var p = [];\n\n            for (var i = 0, il = points.length; i < il; i++) {\n                p.push(points[i].x, points[i].y);\n            }\n\n            points = p;\n        }\n\n        this.closed = true;\n\n        /**\n         * An array of the points of this polygon\n         *\n         * @member {number[]}\n         */\n        this.points = points;\n\n        /**\n         * The type of the object, mainly used to avoid `instanceof` checks\n         *\n         * @member {number}\n         * @readOnly\n         * @default PIXI.SHAPES.POLY\n         * @see PIXI.SHAPES\n         */\n        this.type = _const.SHAPES.POLY;\n    }\n\n    /**\n     * Creates a clone of this polygon\n     *\n     * @return {PIXI.Polygon} a copy of the polygon\n     */\n\n\n    Polygon.prototype.clone = function clone() {\n        return new Polygon(this.points.slice());\n    };\n\n    /**\n     * Closes the polygon, adding points if necessary.\n     *\n     */\n\n\n    Polygon.prototype.close = function close() {\n        var points = this.points;\n\n        // close the poly if the value is true!\n        if (points[0] !== points[points.length - 2] || points[1] !== points[points.length - 1]) {\n            points.push(points[0], points[1]);\n        }\n    };\n\n    /**\n     * Checks whether the x and y coordinates passed to this function are contained within this polygon\n     *\n     * @param {number} x - The X coordinate of the point to test\n     * @param {number} y - The Y coordinate of the point to test\n     * @return {boolean} Whether the x/y coordinates are within this polygon\n     */\n\n\n    Polygon.prototype.contains = function contains(x, y) {\n        var inside = false;\n\n        // use some raycasting to test hits\n        // https://github.com/substack/point-in-polygon/blob/master/index.js\n        var length = this.points.length / 2;\n\n        for (var i = 0, j = length - 1; i < length; j = i++) {\n            var xi = this.points[i * 2];\n            var yi = this.points[i * 2 + 1];\n            var xj = this.points[j * 2];\n            var yj = this.points[j * 2 + 1];\n            var intersect = yi > y !== yj > y && x < (xj - xi) * ((y - yi) / (yj - yi)) + xi;\n\n            if (intersect) {\n                inside = !inside;\n            }\n        }\n\n        return inside;\n    };\n\n    return Polygon;\n}();\n\nexports.default = Polygon;\n//# sourceMappingURL=Polygon.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/shapes/Polygon.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/shapes/Rectangle.js":
/*!****************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/shapes/Rectangle.js ***!
  \****************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n *\n * @class\n * @memberof PIXI\n */\nvar Rectangle = function () {\n    /**\n     * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle\n     * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle\n     * @param {number} [width=0] - The overall width of this rectangle\n     * @param {number} [height=0] - The overall height of this rectangle\n     */\n    function Rectangle() {\n        var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n        var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n        var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n        var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;\n\n        _classCallCheck(this, Rectangle);\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.x = Number(x);\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.y = Number(y);\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.width = Number(width);\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.height = Number(height);\n\n        /**\n         * The type of the object, mainly used to avoid `instanceof` checks\n         *\n         * @member {number}\n         * @readOnly\n         * @default PIXI.SHAPES.RECT\n         * @see PIXI.SHAPES\n         */\n        this.type = _const.SHAPES.RECT;\n    }\n\n    /**\n     * returns the left edge of the rectangle\n     *\n     * @member {number}\n     */\n\n\n    /**\n     * Creates a clone of this Rectangle\n     *\n     * @return {PIXI.Rectangle} a copy of the rectangle\n     */\n    Rectangle.prototype.clone = function clone() {\n        return new Rectangle(this.x, this.y, this.width, this.height);\n    };\n\n    /**\n     * Copies another rectangle to this one.\n     *\n     * @param {PIXI.Rectangle} rectangle - The rectangle to copy.\n     * @return {PIXI.Rectangle} Returns itself.\n     */\n\n\n    Rectangle.prototype.copy = function copy(rectangle) {\n        this.x = rectangle.x;\n        this.y = rectangle.y;\n        this.width = rectangle.width;\n        this.height = rectangle.height;\n\n        return this;\n    };\n\n    /**\n     * Checks whether the x and y coordinates given are contained within this Rectangle\n     *\n     * @param {number} x - The X coordinate of the point to test\n     * @param {number} y - The Y coordinate of the point to test\n     * @return {boolean} Whether the x/y coordinates are within this Rectangle\n     */\n\n\n    Rectangle.prototype.contains = function contains(x, y) {\n        if (this.width <= 0 || this.height <= 0) {\n            return false;\n        }\n\n        if (x >= this.x && x < this.x + this.width) {\n            if (y >= this.y && y < this.y + this.height) {\n                return true;\n            }\n        }\n\n        return false;\n    };\n\n    /**\n     * Pads the rectangle making it grow in all directions.\n     *\n     * @param {number} paddingX - The horizontal padding amount.\n     * @param {number} [paddingY] - The vertical padding amount.\n     */\n\n\n    Rectangle.prototype.pad = function pad(paddingX, paddingY) {\n        paddingX = paddingX || 0;\n        paddingY = paddingY || (paddingY !== 0 ? paddingX : 0);\n\n        this.x -= paddingX;\n        this.y -= paddingY;\n\n        this.width += paddingX * 2;\n        this.height += paddingY * 2;\n    };\n\n    /**\n     * Fits this rectangle around the passed one.\n     *\n     * @param {PIXI.Rectangle} rectangle - The rectangle to fit.\n     */\n\n\n    Rectangle.prototype.fit = function fit(rectangle) {\n        if (this.x < rectangle.x) {\n            this.width += this.x;\n            if (this.width < 0) {\n                this.width = 0;\n            }\n\n            this.x = rectangle.x;\n        }\n\n        if (this.y < rectangle.y) {\n            this.height += this.y;\n            if (this.height < 0) {\n                this.height = 0;\n            }\n            this.y = rectangle.y;\n        }\n\n        if (this.x + this.width > rectangle.x + rectangle.width) {\n            this.width = rectangle.width - this.x;\n            if (this.width < 0) {\n                this.width = 0;\n            }\n        }\n\n        if (this.y + this.height > rectangle.y + rectangle.height) {\n            this.height = rectangle.height - this.y;\n            if (this.height < 0) {\n                this.height = 0;\n            }\n        }\n    };\n\n    /**\n     * Enlarges this rectangle to include the passed rectangle.\n     *\n     * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n     */\n\n\n    Rectangle.prototype.enlarge = function enlarge(rectangle) {\n        var x1 = Math.min(this.x, rectangle.x);\n        var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n        var y1 = Math.min(this.y, rectangle.y);\n        var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n        this.x = x1;\n        this.width = x2 - x1;\n        this.y = y1;\n        this.height = y2 - y1;\n    };\n\n    _createClass(Rectangle, [{\n        key: 'left',\n        get: function get() {\n            return this.x;\n        }\n\n        /**\n         * returns the right edge of the rectangle\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'right',\n        get: function get() {\n            return this.x + this.width;\n        }\n\n        /**\n         * returns the top edge of the rectangle\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'top',\n        get: function get() {\n            return this.y;\n        }\n\n        /**\n         * returns the bottom edge of the rectangle\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'bottom',\n        get: function get() {\n            return this.y + this.height;\n        }\n\n        /**\n         * A constant empty rectangle.\n         *\n         * @static\n         * @constant\n         */\n\n    }], [{\n        key: 'EMPTY',\n        get: function get() {\n            return new Rectangle(0, 0, 0, 0);\n        }\n    }]);\n\n    return Rectangle;\n}();\n\nexports.default = Rectangle;\n//# sourceMappingURL=Rectangle.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/shapes/Rectangle.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/math/shapes/RoundedRectangle.js":
/*!***********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/math/shapes/RoundedRectangle.js ***!
  \***********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n *\n * @class\n * @memberof PIXI\n */\nvar RoundedRectangle = function () {\n    /**\n     * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle\n     * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle\n     * @param {number} [width=0] - The overall width of this rounded rectangle\n     * @param {number} [height=0] - The overall height of this rounded rectangle\n     * @param {number} [radius=20] - Controls the radius of the rounded corners\n     */\n    function RoundedRectangle() {\n        var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n        var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n        var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n        var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;\n        var radius = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 20;\n\n        _classCallCheck(this, RoundedRectangle);\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.x = x;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.y = y;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.width = width;\n\n        /**\n         * @member {number}\n         * @default 0\n         */\n        this.height = height;\n\n        /**\n         * @member {number}\n         * @default 20\n         */\n        this.radius = radius;\n\n        /**\n         * The type of the object, mainly used to avoid `instanceof` checks\n         *\n         * @member {number}\n         * @readonly\n         * @default PIXI.SHAPES.RREC\n         * @see PIXI.SHAPES\n         */\n        this.type = _const.SHAPES.RREC;\n    }\n\n    /**\n     * Creates a clone of this Rounded Rectangle\n     *\n     * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle\n     */\n\n\n    RoundedRectangle.prototype.clone = function clone() {\n        return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n    };\n\n    /**\n     * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n     *\n     * @param {number} x - The X coordinate of the point to test\n     * @param {number} y - The Y coordinate of the point to test\n     * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle\n     */\n\n\n    RoundedRectangle.prototype.contains = function contains(x, y) {\n        if (this.width <= 0 || this.height <= 0) {\n            return false;\n        }\n        if (x >= this.x && x <= this.x + this.width) {\n            if (y >= this.y && y <= this.y + this.height) {\n                if (y >= this.y + this.radius && y <= this.y + this.height - this.radius || x >= this.x + this.radius && x <= this.x + this.width - this.radius) {\n                    return true;\n                }\n                var dx = x - (this.x + this.radius);\n                var dy = y - (this.y + this.radius);\n                var radius2 = this.radius * this.radius;\n\n                if (dx * dx + dy * dy <= radius2) {\n                    return true;\n                }\n                dx = x - (this.x + this.width - this.radius);\n                if (dx * dx + dy * dy <= radius2) {\n                    return true;\n                }\n                dy = y - (this.y + this.height - this.radius);\n                if (dx * dx + dy * dy <= radius2) {\n                    return true;\n                }\n                dx = x - (this.x + this.radius);\n                if (dx * dx + dy * dy <= radius2) {\n                    return true;\n                }\n            }\n        }\n\n        return false;\n    };\n\n    return RoundedRectangle;\n}();\n\nexports.default = RoundedRectangle;\n//# sourceMappingURL=RoundedRectangle.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/math/shapes/RoundedRectangle.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/SystemRenderer.js":
/*!*******************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/SystemRenderer.js ***!
  \*******************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _utils = __webpack_require__(/*! ../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _const = __webpack_require__(/*! ../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _settings = __webpack_require__(/*! ../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _Container = __webpack_require__(/*! ../display/Container */ \"./node_modules/pixi.js/lib/core/display/Container.js\");\n\nvar _Container2 = _interopRequireDefault(_Container);\n\nvar _RenderTexture = __webpack_require__(/*! ../textures/RenderTexture */ \"./node_modules/pixi.js/lib/core/textures/RenderTexture.js\");\n\nvar _RenderTexture2 = _interopRequireDefault(_RenderTexture);\n\nvar _eventemitter = __webpack_require__(/*! eventemitter3 */ \"./node_modules/eventemitter3/index.js\");\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempMatrix = new _math.Matrix();\n\n/**\n * The SystemRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.WebGLRenderer} which can be used for rendering a PixiJS scene.\n *\n * @abstract\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\n\nvar SystemRenderer = function (_EventEmitter) {\n  _inherits(SystemRenderer, _EventEmitter);\n\n  // eslint-disable-next-line valid-jsdoc\n  /**\n   * @param {string} system - The name of the system this renderer is for.\n   * @param {object} [options] - The optional renderer parameters\n   * @param {number} [options.width=800] - the width of the screen\n   * @param {number} [options.height=600] - the height of the screen\n   * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n   * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n   * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n   * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n   * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n   *  resolution of the renderer retina would be 2.\n   * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n   *  enable this if you need to call toDataUrl on the webgl context.\n   * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n   *      not before the new render pass.\n   * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n   *  (shown if not transparent).\n   * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n   *  stopping pixel interpolation.\n   */\n  function SystemRenderer(system, options, arg2, arg3) {\n    _classCallCheck(this, SystemRenderer);\n\n    var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n    (0, _utils.sayHello)(system);\n\n    // Support for constructor(system, screenWidth, screenHeight, options)\n    if (typeof options === 'number') {\n      options = Object.assign({\n        width: options,\n        height: arg2 || _settings2.default.RENDER_OPTIONS.height\n      }, arg3);\n    }\n\n    // Add the default render options\n    options = Object.assign({}, _settings2.default.RENDER_OPTIONS, options);\n\n    /**\n     * The supplied constructor options.\n     *\n     * @member {Object}\n     * @readOnly\n     */\n    _this.options = options;\n\n    /**\n     * The type of the renderer.\n     *\n     * @member {number}\n     * @default PIXI.RENDERER_TYPE.UNKNOWN\n     * @see PIXI.RENDERER_TYPE\n     */\n    _this.type = _const.RENDERER_TYPE.UNKNOWN;\n\n    /**\n     * Measurements of the screen. (0, 0, screenWidth, screenHeight)\n     *\n     * Its safe to use as filterArea or hitArea for whole stage\n     *\n     * @member {PIXI.Rectangle}\n     */\n    _this.screen = new _math.Rectangle(0, 0, options.width, options.height);\n\n    /**\n     * The canvas element that everything is drawn to\n     *\n     * @member {HTMLCanvasElement}\n     */\n    _this.view = options.view || document.createElement('canvas');\n\n    /**\n     * The resolution / device pixel ratio of the renderer\n     *\n     * @member {number}\n     * @default 1\n     */\n    _this.resolution = options.resolution || _settings2.default.RESOLUTION;\n\n    /**\n     * Whether the render view is transparent\n     *\n     * @member {boolean}\n     */\n    _this.transparent = options.transparent;\n\n    /**\n     * Whether css dimensions of canvas view should be resized to screen dimensions automatically\n     *\n     * @member {boolean}\n     */\n    _this.autoResize = options.autoResize || false;\n\n    /**\n     * Tracks the blend modes useful for this renderer.\n     *\n     * @member {object<string, mixed>}\n     */\n    _this.blendModes = null;\n\n    /**\n     * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n     * the stencil buffer is retained after rendering.\n     *\n     * @member {boolean}\n     */\n    _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n\n    /**\n     * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n     * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n     * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n     * to clear the canvas every frame. Disable this by setting this to false. For example if\n     * your game has a canvas filling background image you often don't need this set.\n     *\n     * @member {boolean}\n     * @default\n     */\n    _this.clearBeforeRender = options.clearBeforeRender;\n\n    /**\n     * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n     * Handy for crisp pixel art and speed on legacy devices.\n     *\n     * @member {boolean}\n     */\n    _this.roundPixels = options.roundPixels;\n\n    /**\n     * The background color as a number.\n     *\n     * @member {number}\n     * @private\n     */\n    _this._backgroundColor = 0x000000;\n\n    /**\n     * The background color as an [R, G, B] array.\n     *\n     * @member {number[]}\n     * @private\n     */\n    _this._backgroundColorRgba = [0, 0, 0, 0];\n\n    /**\n     * The background color as a string.\n     *\n     * @member {string}\n     * @private\n     */\n    _this._backgroundColorString = '#000000';\n\n    _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n\n    /**\n     * This temporary display object used as the parent of the currently being rendered item\n     *\n     * @member {PIXI.DisplayObject}\n     * @private\n     */\n    _this._tempDisplayObjectParent = new _Container2.default();\n\n    /**\n     * The last root object that the renderer tried to render.\n     *\n     * @member {PIXI.DisplayObject}\n     * @private\n     */\n    _this._lastObjectRendered = _this._tempDisplayObjectParent;\n    return _this;\n  }\n\n  /**\n   * Same as view.width, actual number of pixels in the canvas by horizontal\n   *\n   * @member {number}\n   * @readonly\n   * @default 800\n   */\n\n\n  /**\n   * Resizes the screen and canvas to the specified width and height\n   * Canvas dimensions are multiplied by resolution\n   *\n   * @param {number} screenWidth - the new width of the screen\n   * @param {number} screenHeight - the new height of the screen\n   */\n  SystemRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n    this.screen.width = screenWidth;\n    this.screen.height = screenHeight;\n\n    this.view.width = screenWidth * this.resolution;\n    this.view.height = screenHeight * this.resolution;\n\n    if (this.autoResize) {\n      this.view.style.width = screenWidth + 'px';\n      this.view.style.height = screenHeight + 'px';\n    }\n  };\n\n  /**\n   * Useful function that returns a texture of the display object that can then be used to create sprites\n   * This can be quite useful if your displayObject is complicated and needs to be reused multiple times.\n   *\n   * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from\n   * @param {number} scaleMode - Should be one of the scaleMode consts\n   * @param {number} resolution - The resolution / device pixel ratio of the texture being generated\n   * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered,\n   *        if no region is specified, defaults to the local bounds of the displayObject.\n   * @return {PIXI.Texture} a texture of the graphics object\n   */\n\n\n  SystemRenderer.prototype.generateTexture = function generateTexture(displayObject, scaleMode, resolution, region) {\n    region = region || displayObject.getLocalBounds();\n\n    var renderTexture = _RenderTexture2.default.create(region.width | 0, region.height | 0, scaleMode, resolution);\n\n    tempMatrix.tx = -region.x;\n    tempMatrix.ty = -region.y;\n\n    this.render(displayObject, renderTexture, false, tempMatrix, true);\n\n    return renderTexture;\n  };\n\n  /**\n   * Removes everything from the renderer and optionally removes the Canvas DOM element.\n   *\n   * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n   */\n\n\n  SystemRenderer.prototype.destroy = function destroy(removeView) {\n    if (removeView && this.view.parentNode) {\n      this.view.parentNode.removeChild(this.view);\n    }\n\n    this.type = _const.RENDERER_TYPE.UNKNOWN;\n\n    this.view = null;\n\n    this.screen = null;\n\n    this.resolution = 0;\n\n    this.transparent = false;\n\n    this.autoResize = false;\n\n    this.blendModes = null;\n\n    this.options = null;\n\n    this.preserveDrawingBuffer = false;\n    this.clearBeforeRender = false;\n\n    this.roundPixels = false;\n\n    this._backgroundColor = 0;\n    this._backgroundColorRgba = null;\n    this._backgroundColorString = null;\n\n    this._tempDisplayObjectParent = null;\n    this._lastObjectRendered = null;\n  };\n\n  /**\n   * The background color to fill if not transparent\n   *\n   * @member {number}\n   */\n\n\n  _createClass(SystemRenderer, [{\n    key: 'width',\n    get: function get() {\n      return this.view.width;\n    }\n\n    /**\n     * Same as view.height, actual number of pixels in the canvas by vertical\n     *\n     * @member {number}\n     * @readonly\n     * @default 600\n     */\n\n  }, {\n    key: 'height',\n    get: function get() {\n      return this.view.height;\n    }\n  }, {\n    key: 'backgroundColor',\n    get: function get() {\n      return this._backgroundColor;\n    },\n    set: function set(value) // eslint-disable-line require-jsdoc\n    {\n      this._backgroundColor = value;\n      this._backgroundColorString = (0, _utils.hex2string)(value);\n      (0, _utils.hex2rgb)(value, this._backgroundColorRgba);\n    }\n  }]);\n\n  return SystemRenderer;\n}(_eventemitter2.default);\n\nexports.default = SystemRenderer;\n//# sourceMappingURL=SystemRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/SystemRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js":
/*!**************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js ***!
  \**************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = __webpack_require__(/*! ../SystemRenderer */ \"./node_modules/pixi.js/lib/core/renderers/SystemRenderer.js\");\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _CanvasMaskManager = __webpack_require__(/*! ./utils/CanvasMaskManager */ \"./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasMaskManager.js\");\n\nvar _CanvasMaskManager2 = _interopRequireDefault(_CanvasMaskManager);\n\nvar _CanvasRenderTarget = __webpack_require__(/*! ./utils/CanvasRenderTarget */ \"./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasRenderTarget.js\");\n\nvar _CanvasRenderTarget2 = _interopRequireDefault(_CanvasRenderTarget);\n\nvar _mapCanvasBlendModesToPixi = __webpack_require__(/*! ./utils/mapCanvasBlendModesToPixi */ \"./node_modules/pixi.js/lib/core/renderers/canvas/utils/mapCanvasBlendModesToPixi.js\");\n\nvar _mapCanvasBlendModesToPixi2 = _interopRequireDefault(_mapCanvasBlendModesToPixi);\n\nvar _utils = __webpack_require__(/*! ../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _settings = __webpack_require__(/*! ../../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should\n * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to\n * your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\nvar CanvasRenderer = function (_SystemRenderer) {\n    _inherits(CanvasRenderer, _SystemRenderer);\n\n    // eslint-disable-next-line valid-jsdoc\n    /**\n     * @param {object} [options] - The optional renderer parameters\n     * @param {number} [options.width=800] - the width of the screen\n     * @param {number} [options.height=600] - the height of the screen\n     * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n     * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n     * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n     * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n     * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n     *  resolution of the renderer retina would be 2.\n     * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n     *  enable this if you need to call toDataUrl on the webgl context.\n     * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n     *      not before the new render pass.\n     * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n     *  (shown if not transparent).\n     * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n     *  stopping pixel interpolation.\n     */\n    function CanvasRenderer(options, arg2, arg3) {\n        _classCallCheck(this, CanvasRenderer);\n\n        var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3));\n\n        _this.type = _const.RENDERER_TYPE.CANVAS;\n\n        /**\n         * The root canvas 2d context that everything is drawn with.\n         *\n         * @member {CanvasRenderingContext2D}\n         */\n        _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent });\n\n        /**\n         * The currently active canvas 2d context (could change with renderTextures)\n         *\n         * @member {CanvasRenderingContext2D}\n         */\n        _this.context = _this.rootContext;\n\n        /**\n         * Boolean flag controlling canvas refresh.\n         *\n         * @member {boolean}\n         */\n        _this.refresh = true;\n\n        /**\n         * Instance of a CanvasMaskManager, handles masking when using the canvas renderer.\n         *\n         * @member {PIXI.CanvasMaskManager}\n         */\n        _this.maskManager = new _CanvasMaskManager2.default(_this);\n\n        /**\n         * The canvas property used to set the canvas smoothing property.\n         *\n         * @member {string}\n         */\n        _this.smoothProperty = 'imageSmoothingEnabled';\n\n        if (!_this.rootContext.imageSmoothingEnabled) {\n            if (_this.rootContext.webkitImageSmoothingEnabled) {\n                _this.smoothProperty = 'webkitImageSmoothingEnabled';\n            } else if (_this.rootContext.mozImageSmoothingEnabled) {\n                _this.smoothProperty = 'mozImageSmoothingEnabled';\n            } else if (_this.rootContext.oImageSmoothingEnabled) {\n                _this.smoothProperty = 'oImageSmoothingEnabled';\n            } else if (_this.rootContext.msImageSmoothingEnabled) {\n                _this.smoothProperty = 'msImageSmoothingEnabled';\n            }\n        }\n\n        _this.initPlugins();\n\n        _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)();\n        _this._activeBlendMode = null;\n\n        _this.renderingToScreen = false;\n\n        _this.resize(_this.options.width, _this.options.height);\n\n        /**\n         * Fired after rendering finishes.\n         *\n         * @event PIXI.CanvasRenderer#postrender\n         */\n\n        /**\n         * Fired before rendering starts.\n         *\n         * @event PIXI.CanvasRenderer#prerender\n         */\n        return _this;\n    }\n\n    /**\n     * Renders the object to this canvas view\n     *\n     * @param {PIXI.DisplayObject} displayObject - The object to be rendered\n     * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n     *  If unset, it will render to the root context.\n     * @param {boolean} [clear=false] - Whether to clear the canvas before drawing\n     * @param {PIXI.Transform} [transform] - A transformation to be applied\n     * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n     */\n\n\n    CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n        if (!this.view) {\n            return;\n        }\n\n        // can be handy to know!\n        this.renderingToScreen = !renderTexture;\n\n        this.emit('prerender');\n\n        var rootResolution = this.resolution;\n\n        if (renderTexture) {\n            renderTexture = renderTexture.baseTexture || renderTexture;\n\n            if (!renderTexture._canvasRenderTarget) {\n                renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution);\n                renderTexture.source = renderTexture._canvasRenderTarget.canvas;\n                renderTexture.valid = true;\n            }\n\n            this.context = renderTexture._canvasRenderTarget.context;\n            this.resolution = renderTexture._canvasRenderTarget.resolution;\n        } else {\n            this.context = this.rootContext;\n        }\n\n        var context = this.context;\n\n        if (!renderTexture) {\n            this._lastObjectRendered = displayObject;\n        }\n\n        if (!skipUpdateTransform) {\n            // update the scene graph\n            var cacheParent = displayObject.parent;\n            var tempWt = this._tempDisplayObjectParent.transform.worldTransform;\n\n            if (transform) {\n                transform.copy(tempWt);\n\n                // lets not forget to flag the parent transform as dirty...\n                this._tempDisplayObjectParent.transform._worldID = -1;\n            } else {\n                tempWt.identity();\n            }\n\n            displayObject.parent = this._tempDisplayObjectParent;\n\n            displayObject.updateTransform();\n            displayObject.parent = cacheParent;\n            // displayObject.hitArea = //TODO add a temp hit area\n        }\n\n        context.save();\n        context.setTransform(1, 0, 0, 1, 0, 0);\n        context.globalAlpha = 1;\n        this._activeBlendMode = _const.BLEND_MODES.NORMAL;\n        context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL];\n\n        if (navigator.isCocoonJS && this.view.screencanvas) {\n            context.fillStyle = 'black';\n            context.clear();\n        }\n\n        if (clear !== undefined ? clear : this.clearBeforeRender) {\n            if (this.renderingToScreen) {\n                if (this.transparent) {\n                    context.clearRect(0, 0, this.width, this.height);\n                } else {\n                    context.fillStyle = this._backgroundColorString;\n                    context.fillRect(0, 0, this.width, this.height);\n                }\n            } // else {\n            // TODO: implement background for CanvasRenderTarget or RenderTexture?\n            // }\n        }\n\n        // TODO RENDER TARGET STUFF HERE..\n        var tempContext = this.context;\n\n        this.context = context;\n        displayObject.renderCanvas(this);\n        this.context = tempContext;\n\n        context.restore();\n\n        this.resolution = rootResolution;\n\n        this.emit('postrender');\n    };\n\n    /**\n     * Clear the canvas of renderer.\n     *\n     * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent.\n     */\n\n\n    CanvasRenderer.prototype.clear = function clear(clearColor) {\n        var context = this.context;\n\n        clearColor = clearColor || this._backgroundColorString;\n\n        if (!this.transparent && clearColor) {\n            context.fillStyle = clearColor;\n            context.fillRect(0, 0, this.width, this.height);\n        } else {\n            context.clearRect(0, 0, this.width, this.height);\n        }\n    };\n\n    /**\n     * Sets the blend mode of the renderer.\n     *\n     * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values.\n     */\n\n\n    CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n        if (this._activeBlendMode === blendMode) {\n            return;\n        }\n\n        this._activeBlendMode = blendMode;\n        this.context.globalCompositeOperation = this.blendModes[blendMode];\n    };\n\n    /**\n     * Removes everything from the renderer and optionally removes the Canvas DOM element.\n     *\n     * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n     */\n\n\n    CanvasRenderer.prototype.destroy = function destroy(removeView) {\n        this.destroyPlugins();\n\n        // call the base destroy\n        _SystemRenderer.prototype.destroy.call(this, removeView);\n\n        this.context = null;\n\n        this.refresh = true;\n\n        this.maskManager.destroy();\n        this.maskManager = null;\n\n        this.smoothProperty = null;\n    };\n\n    /**\n     * Resizes the canvas view to the specified width and height.\n     *\n     * @extends PIXI.SystemRenderer#resize\n     *\n     * @param {number} screenWidth - the new width of the screen\n     * @param {number} screenHeight - the new height of the screen\n     */\n\n\n    CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n        _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight);\n\n        // reset the scale mode.. oddly this seems to be reset when the canvas is resized.\n        // surely a browser bug?? Let PixiJS fix that for you..\n        if (this.smoothProperty) {\n            this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR;\n        }\n    };\n\n    /**\n     * Checks if blend mode has changed.\n     */\n\n\n    CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() {\n        this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation);\n    };\n\n    return CanvasRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.CanvasRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.CanvasRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = CanvasRenderer;\n_utils.pluginTarget.mixin(CanvasRenderer);\n//# sourceMappingURL=CanvasRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasMaskManager.js":
/*!***********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasMaskManager.js ***!
  \***********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _const = __webpack_require__(/*! ../../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * A set of functions used to handle masking.\n *\n * @class\n * @memberof PIXI\n */\nvar CanvasMaskManager = function () {\n    /**\n     * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n     */\n    function CanvasMaskManager(renderer) {\n        _classCallCheck(this, CanvasMaskManager);\n\n        this.renderer = renderer;\n    }\n\n    /**\n     * This method adds it to the current stack of masks.\n     *\n     * @param {object} maskData - the maskData that will be pushed\n     */\n\n\n    CanvasMaskManager.prototype.pushMask = function pushMask(maskData) {\n        var renderer = this.renderer;\n\n        renderer.context.save();\n\n        var cacheAlpha = maskData.alpha;\n        var transform = maskData.transform.worldTransform;\n        var resolution = renderer.resolution;\n\n        renderer.context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution);\n\n        // TODO suport sprite alpha masks??\n        // lots of effort required. If demand is great enough..\n        if (!maskData._texture) {\n            this.renderGraphicsShape(maskData);\n            renderer.context.clip();\n        }\n\n        maskData.worldAlpha = cacheAlpha;\n    };\n\n    /**\n     * Renders a PIXI.Graphics shape.\n     *\n     * @param {PIXI.Graphics} graphics - The object to render.\n     */\n\n\n    CanvasMaskManager.prototype.renderGraphicsShape = function renderGraphicsShape(graphics) {\n        var context = this.renderer.context;\n        var len = graphics.graphicsData.length;\n\n        if (len === 0) {\n            return;\n        }\n\n        context.beginPath();\n\n        for (var i = 0; i < len; i++) {\n            var data = graphics.graphicsData[i];\n            var shape = data.shape;\n\n            if (data.type === _const.SHAPES.POLY) {\n                var points = shape.points;\n\n                context.moveTo(points[0], points[1]);\n\n                for (var j = 1; j < points.length / 2; j++) {\n                    context.lineTo(points[j * 2], points[j * 2 + 1]);\n                }\n\n                // if the first and last point are the same close the path - much neater :)\n                if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1]) {\n                    context.closePath();\n                }\n            } else if (data.type === _const.SHAPES.RECT) {\n                context.rect(shape.x, shape.y, shape.width, shape.height);\n                context.closePath();\n            } else if (data.type === _const.SHAPES.CIRC) {\n                // TODO - need to be Undefined!\n                context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);\n                context.closePath();\n            } else if (data.type === _const.SHAPES.ELIP) {\n                // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n                var w = shape.width * 2;\n                var h = shape.height * 2;\n\n                var x = shape.x - w / 2;\n                var y = shape.y - h / 2;\n\n                var kappa = 0.5522848;\n                var ox = w / 2 * kappa; // control point offset horizontal\n                var oy = h / 2 * kappa; // control point offset vertical\n                var xe = x + w; // x-end\n                var ye = y + h; // y-end\n                var xm = x + w / 2; // x-middle\n                var ym = y + h / 2; // y-middle\n\n                context.moveTo(x, ym);\n                context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n                context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n                context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n                context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n                context.closePath();\n            } else if (data.type === _const.SHAPES.RREC) {\n                var rx = shape.x;\n                var ry = shape.y;\n                var width = shape.width;\n                var height = shape.height;\n                var radius = shape.radius;\n\n                var maxRadius = Math.min(width, height) / 2 | 0;\n\n                radius = radius > maxRadius ? maxRadius : radius;\n\n                context.moveTo(rx, ry + radius);\n                context.lineTo(rx, ry + height - radius);\n                context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n                context.lineTo(rx + width - radius, ry + height);\n                context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n                context.lineTo(rx + width, ry + radius);\n                context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n                context.lineTo(rx + radius, ry);\n                context.quadraticCurveTo(rx, ry, rx, ry + radius);\n                context.closePath();\n            }\n        }\n    };\n\n    /**\n     * Restores the current drawing context to the state it was before the mask was applied.\n     *\n     * @param {PIXI.CanvasRenderer} renderer - The renderer context to use.\n     */\n\n\n    CanvasMaskManager.prototype.popMask = function popMask(renderer) {\n        renderer.context.restore();\n        renderer.invalidateBlendMode();\n    };\n\n    /**\n     * Destroys this canvas mask manager.\n     *\n     */\n\n\n    CanvasMaskManager.prototype.destroy = function destroy() {\n        /* empty */\n    };\n\n    return CanvasMaskManager;\n}();\n\nexports.default = CanvasMaskManager;\n//# sourceMappingURL=CanvasMaskManager.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasMaskManager.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasRenderTarget.js":
/*!************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasRenderTarget.js ***!
  \************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _settings = __webpack_require__(/*! ../../../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Creates a Canvas element of the given size.\n *\n * @class\n * @memberof PIXI\n */\nvar CanvasRenderTarget = function () {\n  /**\n   * @param {number} width - the width for the newly created canvas\n   * @param {number} height - the height for the newly created canvas\n   * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas\n   */\n  function CanvasRenderTarget(width, height, resolution) {\n    _classCallCheck(this, CanvasRenderTarget);\n\n    /**\n     * The Canvas object that belongs to this CanvasRenderTarget.\n     *\n     * @member {HTMLCanvasElement}\n     */\n    this.canvas = document.createElement('canvas');\n\n    /**\n     * A CanvasRenderingContext2D object representing a two-dimensional rendering context.\n     *\n     * @member {CanvasRenderingContext2D}\n     */\n    this.context = this.canvas.getContext('2d');\n\n    this.resolution = resolution || _settings2.default.RESOLUTION;\n\n    this.resize(width, height);\n  }\n\n  /**\n   * Clears the canvas that was created by the CanvasRenderTarget class.\n   *\n   * @private\n   */\n\n\n  CanvasRenderTarget.prototype.clear = function clear() {\n    this.context.setTransform(1, 0, 0, 1, 0, 0);\n    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n  };\n\n  /**\n   * Resizes the canvas to the specified width and height.\n   *\n   * @param {number} width - the new width of the canvas\n   * @param {number} height - the new height of the canvas\n   */\n\n\n  CanvasRenderTarget.prototype.resize = function resize(width, height) {\n    this.canvas.width = width * this.resolution;\n    this.canvas.height = height * this.resolution;\n  };\n\n  /**\n   * Destroys this canvas.\n   *\n   */\n\n\n  CanvasRenderTarget.prototype.destroy = function destroy() {\n    this.context = null;\n    this.canvas = null;\n  };\n\n  /**\n   * The width of the canvas buffer in pixels.\n   *\n   * @member {number}\n   */\n\n\n  _createClass(CanvasRenderTarget, [{\n    key: 'width',\n    get: function get() {\n      return this.canvas.width;\n    },\n    set: function set(val) // eslint-disable-line require-jsdoc\n    {\n      this.canvas.width = val;\n    }\n\n    /**\n     * The height of the canvas buffer in pixels.\n     *\n     * @member {number}\n     */\n\n  }, {\n    key: 'height',\n    get: function get() {\n      return this.canvas.height;\n    },\n    set: function set(val) // eslint-disable-line require-jsdoc\n    {\n      this.canvas.height = val;\n    }\n  }]);\n\n  return CanvasRenderTarget;\n}();\n\nexports.default = CanvasRenderTarget;\n//# sourceMappingURL=CanvasRenderTarget.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/canvas/utils/CanvasRenderTarget.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/canvas/utils/canUseNewCanvasBlendModes.js":
/*!*******************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/canvas/utils/canUseNewCanvasBlendModes.js ***!
  \*******************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = canUseNewCanvasBlendModes;\n/**\n * Creates a little colored canvas\n *\n * @ignore\n * @param {string} color - The color to make the canvas\n * @return {canvas} a small canvas element\n */\nfunction createColoredCanvas(color) {\n    var canvas = document.createElement('canvas');\n\n    canvas.width = 6;\n    canvas.height = 1;\n\n    var context = canvas.getContext('2d');\n\n    context.fillStyle = color;\n    context.fillRect(0, 0, 6, 1);\n\n    return canvas;\n}\n\n/**\n * Checks whether the Canvas BlendModes are supported by the current browser\n *\n * @return {boolean} whether they are supported\n */\nfunction canUseNewCanvasBlendModes() {\n    if (typeof document === 'undefined') {\n        return false;\n    }\n\n    var magenta = createColoredCanvas('#ff00ff');\n    var yellow = createColoredCanvas('#ffff00');\n\n    var canvas = document.createElement('canvas');\n\n    canvas.width = 6;\n    canvas.height = 1;\n\n    var context = canvas.getContext('2d');\n\n    context.globalCompositeOperation = 'multiply';\n    context.drawImage(magenta, 0, 0);\n    context.drawImage(yellow, 2, 0);\n\n    var imageData = context.getImageData(2, 0, 1, 1);\n\n    if (!imageData) {\n        return false;\n    }\n\n    var data = imageData.data;\n\n    return data[0] === 255 && data[1] === 0 && data[2] === 0;\n}\n//# sourceMappingURL=canUseNewCanvasBlendModes.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/canvas/utils/canUseNewCanvasBlendModes.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/canvas/utils/mapCanvasBlendModesToPixi.js":
/*!*******************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/canvas/utils/mapCanvasBlendModesToPixi.js ***!
  \*******************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = mapCanvasBlendModesToPixi;\n\nvar _const = __webpack_require__(/*! ../../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _canUseNewCanvasBlendModes = __webpack_require__(/*! ./canUseNewCanvasBlendModes */ \"./node_modules/pixi.js/lib/core/renderers/canvas/utils/canUseNewCanvasBlendModes.js\");\n\nvar _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Maps blend combinations to Canvas.\n *\n * @memberof PIXI\n * @function mapCanvasBlendModesToPixi\n * @private\n * @param {string[]} [array=[]] - The array to output into.\n * @return {string[]} Mapped modes.\n */\nfunction mapCanvasBlendModesToPixi() {\n    var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n\n    if ((0, _canUseNewCanvasBlendModes2.default)()) {\n        array[_const.BLEND_MODES.NORMAL] = 'source-over';\n        array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK???\n        array[_const.BLEND_MODES.MULTIPLY] = 'multiply';\n        array[_const.BLEND_MODES.SCREEN] = 'screen';\n        array[_const.BLEND_MODES.OVERLAY] = 'overlay';\n        array[_const.BLEND_MODES.DARKEN] = 'darken';\n        array[_const.BLEND_MODES.LIGHTEN] = 'lighten';\n        array[_const.BLEND_MODES.COLOR_DODGE] = 'color-dodge';\n        array[_const.BLEND_MODES.COLOR_BURN] = 'color-burn';\n        array[_const.BLEND_MODES.HARD_LIGHT] = 'hard-light';\n        array[_const.BLEND_MODES.SOFT_LIGHT] = 'soft-light';\n        array[_const.BLEND_MODES.DIFFERENCE] = 'difference';\n        array[_const.BLEND_MODES.EXCLUSION] = 'exclusion';\n        array[_const.BLEND_MODES.HUE] = 'hue';\n        array[_const.BLEND_MODES.SATURATION] = 'saturate';\n        array[_const.BLEND_MODES.COLOR] = 'color';\n        array[_const.BLEND_MODES.LUMINOSITY] = 'luminosity';\n    } else {\n        // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough'\n        array[_const.BLEND_MODES.NORMAL] = 'source-over';\n        array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK???\n        array[_const.BLEND_MODES.MULTIPLY] = 'source-over';\n        array[_const.BLEND_MODES.SCREEN] = 'source-over';\n        array[_const.BLEND_MODES.OVERLAY] = 'source-over';\n        array[_const.BLEND_MODES.DARKEN] = 'source-over';\n        array[_const.BLEND_MODES.LIGHTEN] = 'source-over';\n        array[_const.BLEND_MODES.COLOR_DODGE] = 'source-over';\n        array[_const.BLEND_MODES.COLOR_BURN] = 'source-over';\n        array[_const.BLEND_MODES.HARD_LIGHT] = 'source-over';\n        array[_const.BLEND_MODES.SOFT_LIGHT] = 'source-over';\n        array[_const.BLEND_MODES.DIFFERENCE] = 'source-over';\n        array[_const.BLEND_MODES.EXCLUSION] = 'source-over';\n        array[_const.BLEND_MODES.HUE] = 'source-over';\n        array[_const.BLEND_MODES.SATURATION] = 'source-over';\n        array[_const.BLEND_MODES.COLOR] = 'source-over';\n        array[_const.BLEND_MODES.LUMINOSITY] = 'source-over';\n    }\n    // not-premultiplied, only for webgl\n    array[_const.BLEND_MODES.NORMAL_NPM] = array[_const.BLEND_MODES.NORMAL];\n    array[_const.BLEND_MODES.ADD_NPM] = array[_const.BLEND_MODES.ADD];\n    array[_const.BLEND_MODES.SCREEN_NPM] = array[_const.BLEND_MODES.SCREEN];\n\n    return array;\n}\n//# sourceMappingURL=mapCanvasBlendModesToPixi.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/canvas/utils/mapCanvasBlendModesToPixi.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/TextureGarbageCollector.js":
/*!**********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/TextureGarbageCollector.js ***!
  \**********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _settings = __webpack_require__(/*! ../../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * TextureGarbageCollector. This class manages the GPU and ensures that it does not get clogged\n * up with textures that are no longer being used.\n *\n * @class\n * @memberof PIXI\n */\nvar TextureGarbageCollector = function () {\n    /**\n     * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for.\n     */\n    function TextureGarbageCollector(renderer) {\n        _classCallCheck(this, TextureGarbageCollector);\n\n        this.renderer = renderer;\n\n        this.count = 0;\n        this.checkCount = 0;\n        this.maxIdle = _settings2.default.GC_MAX_IDLE;\n        this.checkCountMax = _settings2.default.GC_MAX_CHECK_COUNT;\n        this.mode = _settings2.default.GC_MODE;\n    }\n\n    /**\n     * Checks to see when the last time a texture was used\n     * if the texture has not been used for a specified amount of time it will be removed from the GPU\n     */\n\n\n    TextureGarbageCollector.prototype.update = function update() {\n        this.count++;\n\n        if (this.mode === _const.GC_MODES.MANUAL) {\n            return;\n        }\n\n        this.checkCount++;\n\n        if (this.checkCount > this.checkCountMax) {\n            this.checkCount = 0;\n\n            this.run();\n        }\n    };\n\n    /**\n     * Checks to see when the last time a texture was used\n     * if the texture has not been used for a specified amount of time it will be removed from the GPU\n     */\n\n\n    TextureGarbageCollector.prototype.run = function run() {\n        var tm = this.renderer.textureManager;\n        var managedTextures = tm._managedTextures;\n        var wasRemoved = false;\n\n        for (var i = 0; i < managedTextures.length; i++) {\n            var texture = managedTextures[i];\n\n            // only supports non generated textures at the moment!\n            if (!texture._glRenderTargets && this.count - texture.touched > this.maxIdle) {\n                tm.destroyTexture(texture, true);\n                managedTextures[i] = null;\n                wasRemoved = true;\n            }\n        }\n\n        if (wasRemoved) {\n            var j = 0;\n\n            for (var _i = 0; _i < managedTextures.length; _i++) {\n                if (managedTextures[_i] !== null) {\n                    managedTextures[j++] = managedTextures[_i];\n                }\n            }\n\n            managedTextures.length = j;\n        }\n    };\n\n    /**\n     * Removes all the textures within the specified displayObject and its children from the GPU\n     *\n     * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n     */\n\n\n    TextureGarbageCollector.prototype.unload = function unload(displayObject) {\n        var tm = this.renderer.textureManager;\n\n        // only destroy non generated textures\n        if (displayObject._texture && displayObject._texture._glRenderTargets) {\n            tm.destroyTexture(displayObject._texture, true);\n        }\n\n        for (var i = displayObject.children.length - 1; i >= 0; i--) {\n            this.unload(displayObject.children[i]);\n        }\n    };\n\n    return TextureGarbageCollector;\n}();\n\nexports.default = TextureGarbageCollector;\n//# sourceMappingURL=TextureGarbageCollector.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/TextureGarbageCollector.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/TextureManager.js":
/*!*************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/TextureManager.js ***!
  \*************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _RenderTarget = __webpack_require__(/*! ./utils/RenderTarget */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/RenderTarget.js\");\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _utils = __webpack_require__(/*! ../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Helper class to create a webGL Texture\n *\n * @class\n * @memberof PIXI\n */\nvar TextureManager = function () {\n    /**\n     * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer\n     */\n    function TextureManager(renderer) {\n        _classCallCheck(this, TextureManager);\n\n        /**\n         * A reference to the current renderer\n         *\n         * @member {PIXI.WebGLRenderer}\n         */\n        this.renderer = renderer;\n\n        /**\n         * The current WebGL rendering context\n         *\n         * @member {WebGLRenderingContext}\n         */\n        this.gl = renderer.gl;\n\n        /**\n         * Track textures in the renderer so we can no longer listen to them on destruction.\n         *\n         * @member {Array<*>}\n         * @private\n         */\n        this._managedTextures = [];\n    }\n\n    /**\n     * Binds a texture.\n     *\n     */\n\n\n    TextureManager.prototype.bindTexture = function bindTexture() {}\n    // empty\n\n\n    /**\n     * Gets a texture.\n     *\n     */\n    ;\n\n    TextureManager.prototype.getTexture = function getTexture() {}\n    // empty\n\n\n    /**\n     * Updates and/or Creates a WebGL texture for the renderer's context.\n     *\n     * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to update\n     * @param {number} location - the location the texture will be bound to.\n     * @return {GLTexture} The gl texture.\n     */\n    ;\n\n    TextureManager.prototype.updateTexture = function updateTexture(texture, location) {\n        // assume it good!\n        // texture = texture.baseTexture || texture;\n\n        var gl = this.gl;\n\n        var isRenderTexture = !!texture._glRenderTargets;\n\n        if (!texture.hasLoaded) {\n            return null;\n        }\n\n        var boundTextures = this.renderer.boundTextures;\n\n        // if the location is undefined then this may have been called by n event.\n        // this being the case the texture may already be bound to a slot. As a texture can only be bound once\n        // we need to find its current location if it exists.\n        if (location === undefined) {\n            location = 0;\n\n            // TODO maybe we can use texture bound ids later on...\n            // check if texture is already bound..\n            for (var i = 0; i < boundTextures.length; ++i) {\n                if (boundTextures[i] === texture) {\n                    location = i;\n                    break;\n                }\n            }\n        }\n\n        boundTextures[location] = texture;\n\n        gl.activeTexture(gl.TEXTURE0 + location);\n\n        var glTexture = texture._glTextures[this.renderer.CONTEXT_UID];\n\n        if (!glTexture) {\n            if (isRenderTexture) {\n                var renderTarget = new _RenderTarget2.default(this.gl, texture.width, texture.height, texture.scaleMode, texture.resolution);\n\n                renderTarget.resize(texture.width, texture.height);\n                texture._glRenderTargets[this.renderer.CONTEXT_UID] = renderTarget;\n                glTexture = renderTarget.texture;\n            } else {\n                glTexture = new _pixiGlCore.GLTexture(this.gl, null, null, null, null);\n                glTexture.bind(location);\n                glTexture.premultiplyAlpha = true;\n                glTexture.upload(texture.source);\n            }\n\n            texture._glTextures[this.renderer.CONTEXT_UID] = glTexture;\n\n            texture.on('update', this.updateTexture, this);\n            texture.on('dispose', this.destroyTexture, this);\n\n            this._managedTextures.push(texture);\n\n            if (texture.isPowerOfTwo) {\n                if (texture.mipmap) {\n                    glTexture.enableMipmap();\n                }\n\n                if (texture.wrapMode === _const.WRAP_MODES.CLAMP) {\n                    glTexture.enableWrapClamp();\n                } else if (texture.wrapMode === _const.WRAP_MODES.REPEAT) {\n                    glTexture.enableWrapRepeat();\n                } else {\n                    glTexture.enableWrapMirrorRepeat();\n                }\n            } else {\n                glTexture.enableWrapClamp();\n            }\n\n            if (texture.scaleMode === _const.SCALE_MODES.NEAREST) {\n                glTexture.enableNearestScaling();\n            } else {\n                glTexture.enableLinearScaling();\n            }\n        }\n        // the texture already exists so we only need to update it..\n        else if (isRenderTexture) {\n                texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height);\n            } else {\n                glTexture.upload(texture.source);\n            }\n\n        return glTexture;\n    };\n\n    /**\n     * Deletes the texture from WebGL\n     *\n     * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to destroy\n     * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n     */\n\n\n    TextureManager.prototype.destroyTexture = function destroyTexture(texture, skipRemove) {\n        texture = texture.baseTexture || texture;\n\n        if (!texture.hasLoaded) {\n            return;\n        }\n\n        var uid = this.renderer.CONTEXT_UID;\n        var glTextures = texture._glTextures;\n        var glRenderTargets = texture._glRenderTargets;\n\n        if (glTextures[uid]) {\n            this.renderer.unbindTexture(texture);\n\n            glTextures[uid].destroy();\n            texture.off('update', this.updateTexture, this);\n            texture.off('dispose', this.destroyTexture, this);\n\n            delete glTextures[uid];\n\n            if (!skipRemove) {\n                var i = this._managedTextures.indexOf(texture);\n\n                if (i !== -1) {\n                    (0, _utils.removeItems)(this._managedTextures, i, 1);\n                }\n            }\n        }\n\n        if (glRenderTargets && glRenderTargets[uid]) {\n            glRenderTargets[uid].destroy();\n            delete glRenderTargets[uid];\n        }\n    };\n\n    /**\n     * Deletes all the textures from WebGL\n     */\n\n\n    TextureManager.prototype.removeAll = function removeAll() {\n        // empty all the old gl textures as they are useless now\n        for (var i = 0; i < this._managedTextures.length; ++i) {\n            var texture = this._managedTextures[i];\n\n            if (texture._glTextures[this.renderer.CONTEXT_UID]) {\n                delete texture._glTextures[this.renderer.CONTEXT_UID];\n            }\n        }\n    };\n\n    /**\n     * Destroys this manager and removes all its textures\n     */\n\n\n    TextureManager.prototype.destroy = function destroy() {\n        // destroy managed textures\n        for (var i = 0; i < this._managedTextures.length; ++i) {\n            var texture = this._managedTextures[i];\n\n            this.destroyTexture(texture, true);\n\n            texture.off('update', this.updateTexture, this);\n            texture.off('dispose', this.destroyTexture, this);\n        }\n\n        this._managedTextures = null;\n    };\n\n    return TextureManager;\n}();\n\nexports.default = TextureManager;\n//# sourceMappingURL=TextureManager.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/TextureManager.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js":
/*!************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js ***!
  \************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = __webpack_require__(/*! ../SystemRenderer */ \"./node_modules/pixi.js/lib/core/renderers/SystemRenderer.js\");\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _MaskManager = __webpack_require__(/*! ./managers/MaskManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/MaskManager.js\");\n\nvar _MaskManager2 = _interopRequireDefault(_MaskManager);\n\nvar _StencilManager = __webpack_require__(/*! ./managers/StencilManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/StencilManager.js\");\n\nvar _StencilManager2 = _interopRequireDefault(_StencilManager);\n\nvar _FilterManager = __webpack_require__(/*! ./managers/FilterManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/FilterManager.js\");\n\nvar _FilterManager2 = _interopRequireDefault(_FilterManager);\n\nvar _RenderTarget = __webpack_require__(/*! ./utils/RenderTarget */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/RenderTarget.js\");\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _ObjectRenderer = __webpack_require__(/*! ./utils/ObjectRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/ObjectRenderer.js\");\n\nvar _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer);\n\nvar _TextureManager = __webpack_require__(/*! ./TextureManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/TextureManager.js\");\n\nvar _TextureManager2 = _interopRequireDefault(_TextureManager);\n\nvar _BaseTexture = __webpack_require__(/*! ../../textures/BaseTexture */ \"./node_modules/pixi.js/lib/core/textures/BaseTexture.js\");\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _TextureGarbageCollector = __webpack_require__(/*! ./TextureGarbageCollector */ \"./node_modules/pixi.js/lib/core/renderers/webgl/TextureGarbageCollector.js\");\n\nvar _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector);\n\nvar _WebGLState = __webpack_require__(/*! ./WebGLState */ \"./node_modules/pixi.js/lib/core/renderers/webgl/WebGLState.js\");\n\nvar _WebGLState2 = _interopRequireDefault(_WebGLState);\n\nvar _mapWebGLDrawModesToPixi = __webpack_require__(/*! ./utils/mapWebGLDrawModesToPixi */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLDrawModesToPixi.js\");\n\nvar _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi);\n\nvar _validateContext = __webpack_require__(/*! ./utils/validateContext */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/validateContext.js\");\n\nvar _validateContext2 = _interopRequireDefault(_validateContext);\n\nvar _utils = __webpack_require__(/*! ../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar CONTEXT_UID = 0;\n\n/**\n * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer\n * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.\n * So no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\n\nvar WebGLRenderer = function (_SystemRenderer) {\n    _inherits(WebGLRenderer, _SystemRenderer);\n\n    // eslint-disable-next-line valid-jsdoc\n    /**\n     *\n     * @param {object} [options] - The optional renderer parameters\n     * @param {number} [options.width=800] - the width of the screen\n     * @param {number} [options.height=600] - the height of the screen\n     * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n     * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n     * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n     * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA\n     *  antialiasing is used\n     * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n     *  FXAA is faster, but may not always look as great\n     * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n     *  The resolution of the renderer retina would be 2.\n     * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n     *  the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n     *  preserveDrawingBuffer to `true`.\n     * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n     *  enable this if you need to call toDataUrl on the webgl context.\n     * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when\n     *  rendering, stopping pixel interpolation.\n     * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n     *  (shown if not transparent).\n     * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility\n     *  with older / less advanced devices. If you experiance unexplained flickering try setting this to true.\n     * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n     *  for devices with dual graphics card\n     */\n    function WebGLRenderer(options, arg2, arg3) {\n        _classCallCheck(this, WebGLRenderer);\n\n        var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3));\n\n        _this.legacy = _this.options.legacy;\n\n        if (_this.legacy) {\n            _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true;\n        }\n\n        /**\n         * The type of this renderer as a standardised const\n         *\n         * @member {number}\n         * @see PIXI.RENDERER_TYPE\n         */\n        _this.type = _const.RENDERER_TYPE.WEBGL;\n\n        _this.handleContextLost = _this.handleContextLost.bind(_this);\n        _this.handleContextRestored = _this.handleContextRestored.bind(_this);\n\n        _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false);\n        _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false);\n\n        /**\n         * The options passed in to create a new webgl context.\n         *\n         * @member {object}\n         * @private\n         */\n        _this._contextOptions = {\n            alpha: _this.transparent,\n            antialias: _this.options.antialias,\n            premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied',\n            stencil: true,\n            preserveDrawingBuffer: _this.options.preserveDrawingBuffer,\n            powerPreference: _this.options.powerPreference\n        };\n\n        _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1;\n\n        /**\n         * Manages the masks using the stencil buffer.\n         *\n         * @member {PIXI.MaskManager}\n         */\n        _this.maskManager = new _MaskManager2.default(_this);\n\n        /**\n         * Manages the stencil buffer.\n         *\n         * @member {PIXI.StencilManager}\n         */\n        _this.stencilManager = new _StencilManager2.default(_this);\n\n        /**\n         * An empty renderer.\n         *\n         * @member {PIXI.ObjectRenderer}\n         */\n        _this.emptyRenderer = new _ObjectRenderer2.default(_this);\n\n        /**\n         * The currently active ObjectRenderer.\n         *\n         * @member {PIXI.ObjectRenderer}\n         */\n        _this.currentRenderer = _this.emptyRenderer;\n\n        /**\n         * Manages textures\n         * @member {PIXI.TextureManager}\n         */\n        _this.textureManager = null;\n\n        /**\n         * Manages the filters.\n         *\n         * @member {PIXI.FilterManager}\n         */\n        _this.filterManager = null;\n\n        _this.initPlugins();\n\n        /**\n         * The current WebGL rendering context, it is created here\n         *\n         * @member {WebGLRenderingContext}\n         */\n        // initialize the context so it is ready for the managers.\n        if (_this.options.context) {\n            // checks to see if a context is valid..\n            (0, _validateContext2.default)(_this.options.context);\n        }\n\n        _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions);\n\n        _this.CONTEXT_UID = CONTEXT_UID++;\n\n        /**\n         * The currently active ObjectRenderer.\n         *\n         * @member {PIXI.WebGLState}\n         */\n        _this.state = new _WebGLState2.default(_this.gl);\n\n        _this.renderingToScreen = true;\n\n        /**\n         * Holds the current state of textures bound to the GPU.\n         * @type {Array}\n         */\n        _this.boundTextures = null;\n\n        /**\n         * Holds the current shader\n         *\n         * @member {PIXI.Shader}\n         */\n        _this._activeShader = null;\n\n        _this._activeVao = null;\n\n        /**\n         * Holds the current render target\n         *\n         * @member {PIXI.RenderTarget}\n         */\n        _this._activeRenderTarget = null;\n\n        _this._initContext();\n\n        // map some webGL blend and drawmodes..\n        _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl);\n\n        _this._nextTextureLocation = 0;\n\n        _this.setBlendMode(0);\n\n        /**\n         * Fired after rendering finishes.\n         *\n         * @event PIXI.WebGLRenderer#postrender\n         */\n\n        /**\n         * Fired before rendering starts.\n         *\n         * @event PIXI.WebGLRenderer#prerender\n         */\n\n        /**\n         * Fired when the WebGL context is set.\n         *\n         * @event PIXI.WebGLRenderer#context\n         * @param {WebGLRenderingContext} gl - WebGL context.\n         */\n        return _this;\n    }\n\n    /**\n     * Creates the WebGL context\n     *\n     * @private\n     */\n\n\n    WebGLRenderer.prototype._initContext = function _initContext() {\n        var gl = this.gl;\n\n        // restore a context if it was previously lost\n        if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n            gl.getExtension('WEBGL_lose_context').restoreContext();\n        }\n\n        var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n        this._activeShader = null;\n        this._activeVao = null;\n\n        this.boundTextures = new Array(maxTextures);\n        this.emptyTextures = new Array(maxTextures);\n\n        // create a texture manager...\n        this.textureManager = new _TextureManager2.default(this);\n        this.filterManager = new _FilterManager2.default(this);\n        this.textureGC = new _TextureGarbageCollector2.default(this);\n\n        this.state.resetToDefault();\n\n        this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true);\n        this.rootRenderTarget.clearColor = this._backgroundColorRgba;\n\n        this.bindRenderTarget(this.rootRenderTarget);\n\n        // now lets fill up the textures with empty ones!\n        var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1);\n\n        var tempObj = { _glTextures: {} };\n\n        tempObj._glTextures[this.CONTEXT_UID] = {};\n\n        for (var i = 0; i < maxTextures; i++) {\n            var empty = new _BaseTexture2.default();\n\n            empty._glTextures[this.CONTEXT_UID] = emptyGLTexture;\n\n            this.boundTextures[i] = tempObj;\n            this.emptyTextures[i] = empty;\n            this.bindTexture(null, i);\n        }\n\n        this.emit('context', gl);\n\n        // setup the width/height properties and gl viewport\n        this.resize(this.screen.width, this.screen.height);\n    };\n\n    /**\n     * Renders the object to its webGL view\n     *\n     * @param {PIXI.DisplayObject} displayObject - the object to be rendered\n     * @param {PIXI.RenderTexture} renderTexture - The render texture to render to.\n     * @param {boolean} [clear] - Should the canvas be cleared before the new render\n     * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.\n     * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?\n     */\n\n\n    WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n        // can be handy to know!\n        this.renderingToScreen = !renderTexture;\n\n        this.emit('prerender');\n\n        // no point rendering if our context has been blown up!\n        if (!this.gl || this.gl.isContextLost()) {\n            return;\n        }\n\n        this._nextTextureLocation = 0;\n\n        if (!renderTexture) {\n            this._lastObjectRendered = displayObject;\n        }\n\n        if (!skipUpdateTransform) {\n            // update the scene graph\n            var cacheParent = displayObject.parent;\n\n            displayObject.parent = this._tempDisplayObjectParent;\n            displayObject.updateTransform();\n            displayObject.parent = cacheParent;\n            // displayObject.hitArea = //TODO add a temp hit area\n        }\n\n        this.bindRenderTexture(renderTexture, transform);\n\n        this.currentRenderer.start();\n\n        if (clear !== undefined ? clear : this.clearBeforeRender) {\n            this._activeRenderTarget.clear();\n        }\n\n        displayObject.renderWebGL(this);\n\n        // apply transform..\n        this.currentRenderer.flush();\n\n        // this.setObjectRenderer(this.emptyRenderer);\n\n        this.textureGC.update();\n\n        this.emit('postrender');\n    };\n\n    /**\n     * Changes the current renderer to the one given in parameter\n     *\n     * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n     */\n\n\n    WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) {\n        if (this.currentRenderer === objectRenderer) {\n            return;\n        }\n\n        this.currentRenderer.stop();\n        this.currentRenderer = objectRenderer;\n        this.currentRenderer.start();\n    };\n\n    /**\n     * This should be called if you wish to do some custom rendering\n     * It will basically render anything that may be batched up such as sprites\n     *\n     */\n\n\n    WebGLRenderer.prototype.flush = function flush() {\n        this.setObjectRenderer(this.emptyRenderer);\n    };\n\n    /**\n     * Resizes the webGL view to the specified width and height.\n     *\n     * @param {number} screenWidth - the new width of the screen\n     * @param {number} screenHeight - the new height of the screen\n     */\n\n\n    WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n        //  if(width * this.resolution === this.width && height * this.resolution === this.height)return;\n\n        _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight);\n\n        this.rootRenderTarget.resize(screenWidth, screenHeight);\n\n        if (this._activeRenderTarget === this.rootRenderTarget) {\n            this.rootRenderTarget.activate();\n\n            if (this._activeShader) {\n                this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true);\n            }\n        }\n    };\n\n    /**\n     * Resizes the webGL view to the specified width and height.\n     *\n     * @param {number} blendMode - the desired blend mode\n     */\n\n\n    WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n        this.state.setBlendMode(blendMode);\n    };\n\n    /**\n     * Erases the active render target and fills the drawing area with a colour\n     *\n     * @param {number} [clearColor] - The colour\n     */\n\n\n    WebGLRenderer.prototype.clear = function clear(clearColor) {\n        this._activeRenderTarget.clear(clearColor);\n    };\n\n    /**\n     * Sets the transform of the active render target to the given matrix\n     *\n     * @param {PIXI.Matrix} matrix - The transformation matrix\n     */\n\n\n    WebGLRenderer.prototype.setTransform = function setTransform(matrix) {\n        this._activeRenderTarget.transform = matrix;\n    };\n\n    /**\n     * Erases the render texture and fills the drawing area with a colour\n     *\n     * @param {PIXI.RenderTexture} renderTexture - The render texture to clear\n     * @param {number} [clearColor] - The colour\n     * @return {PIXI.WebGLRenderer} Returns itself.\n     */\n\n\n    WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) {\n        var baseTexture = renderTexture.baseTexture;\n        var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n\n        if (renderTarget) {\n            renderTarget.clear(clearColor);\n        }\n\n        return this;\n    };\n\n    /**\n     * Binds a render texture for rendering\n     *\n     * @param {PIXI.RenderTexture} renderTexture - The render texture to render\n     * @param {PIXI.Transform} transform - The transform to be applied to the render texture\n     * @return {PIXI.WebGLRenderer} Returns itself.\n     */\n\n\n    WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) {\n        var renderTarget = void 0;\n\n        if (renderTexture) {\n            var baseTexture = renderTexture.baseTexture;\n\n            if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) {\n                // bind the current texture\n                this.textureManager.updateTexture(baseTexture, 0);\n            }\n\n            this.unbindTexture(baseTexture);\n\n            renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n            renderTarget.setFrame(renderTexture.frame);\n        } else {\n            renderTarget = this.rootRenderTarget;\n        }\n\n        renderTarget.transform = transform;\n        this.bindRenderTarget(renderTarget);\n\n        return this;\n    };\n\n    /**\n     * Changes the current render target to the one given in parameter\n     *\n     * @param {PIXI.RenderTarget} renderTarget - the new render target\n     * @return {PIXI.WebGLRenderer} Returns itself.\n     */\n\n\n    WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) {\n        if (renderTarget !== this._activeRenderTarget) {\n            this._activeRenderTarget = renderTarget;\n            renderTarget.activate();\n\n            if (this._activeShader) {\n                this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true);\n            }\n\n            this.stencilManager.setMaskStack(renderTarget.stencilMaskStack);\n        }\n\n        return this;\n    };\n\n    /**\n     * Changes the current shader to the one given in parameter\n     *\n     * @param {PIXI.Shader} shader - the new shader\n     * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix\n     * @return {PIXI.WebGLRenderer} Returns itself.\n     */\n\n\n    WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) {\n        // TODO cache\n        if (this._activeShader !== shader) {\n            this._activeShader = shader;\n            shader.bind();\n\n            // `autoProject` normally would be a default parameter set to true\n            // but because of how Babel transpiles default parameters\n            // it hinders the performance of this method.\n            if (autoProject !== false) {\n                // automatically set the projection matrix\n                shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true);\n            }\n        }\n\n        return this;\n    };\n\n    /**\n     * Binds the texture. This will return the location of the bound texture.\n     * It may not be the same as the one you pass in. This is due to optimisation that prevents\n     * needless binding of textures. For example if the texture is already bound it will return the\n     * current location of the texture instead of the one provided. To bypass this use force location\n     *\n     * @param {PIXI.Texture} texture - the new texture\n     * @param {number} location - the suggested texture location\n     * @param {boolean} forceLocation - force the location\n     * @return {number} bound texture location\n     */\n\n\n    WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) {\n        texture = texture || this.emptyTextures[location];\n        texture = texture.baseTexture || texture;\n        texture.touched = this.textureGC.count;\n\n        if (!forceLocation) {\n            // TODO - maybe look into adding boundIds.. save us the loop?\n            for (var i = 0; i < this.boundTextures.length; i++) {\n                if (this.boundTextures[i] === texture) {\n                    return i;\n                }\n            }\n\n            if (location === undefined) {\n                this._nextTextureLocation++;\n                this._nextTextureLocation %= this.boundTextures.length;\n                location = this.boundTextures.length - this._nextTextureLocation - 1;\n            }\n        } else {\n            location = location || 0;\n        }\n\n        var gl = this.gl;\n        var glTexture = texture._glTextures[this.CONTEXT_UID];\n\n        if (!glTexture) {\n            // this will also bind the texture..\n            this.textureManager.updateTexture(texture, location);\n        } else {\n            // bind the current texture\n            this.boundTextures[location] = texture;\n            gl.activeTexture(gl.TEXTURE0 + location);\n            gl.bindTexture(gl.TEXTURE_2D, glTexture.texture);\n        }\n\n        return location;\n    };\n\n    /**\n    * unbinds the texture ...\n    *\n    * @param {PIXI.Texture} texture - the texture to unbind\n    * @return {PIXI.WebGLRenderer} Returns itself.\n    */\n\n\n    WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) {\n        var gl = this.gl;\n\n        texture = texture.baseTexture || texture;\n\n        for (var i = 0; i < this.boundTextures.length; i++) {\n            if (this.boundTextures[i] === texture) {\n                this.boundTextures[i] = this.emptyTextures[i];\n\n                gl.activeTexture(gl.TEXTURE0 + i);\n                gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture);\n            }\n        }\n\n        return this;\n    };\n\n    /**\n     * Creates a new VAO from this renderer's context and state.\n     *\n     * @return {VertexArrayObject} The new VAO.\n     */\n\n\n    WebGLRenderer.prototype.createVao = function createVao() {\n        return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState);\n    };\n\n    /**\n     * Changes the current Vao to the one given in parameter\n     *\n     * @param {PIXI.VertexArrayObject} vao - the new Vao\n     * @return {PIXI.WebGLRenderer} Returns itself.\n     */\n\n\n    WebGLRenderer.prototype.bindVao = function bindVao(vao) {\n        if (this._activeVao === vao) {\n            return this;\n        }\n\n        if (vao) {\n            vao.bind();\n        } else if (this._activeVao) {\n            // TODO this should always be true i think?\n            this._activeVao.unbind();\n        }\n\n        this._activeVao = vao;\n\n        return this;\n    };\n\n    /**\n     * Resets the WebGL state so you can render things however you fancy!\n     *\n     * @return {PIXI.WebGLRenderer} Returns itself.\n     */\n\n\n    WebGLRenderer.prototype.reset = function reset() {\n        this.setObjectRenderer(this.emptyRenderer);\n\n        this.bindVao(null);\n        this._activeShader = null;\n        this._activeRenderTarget = this.rootRenderTarget;\n\n        for (var i = 0; i < this.boundTextures.length; i++) {\n            this.boundTextures[i] = this.emptyTextures[i];\n        }\n\n        // bind the main frame buffer (the screen);\n        this.rootRenderTarget.activate();\n\n        this.state.resetToDefault();\n\n        return this;\n    };\n\n    /**\n     * Handles a lost webgl context\n     *\n     * @private\n     * @param {WebGLContextEvent} event - The context lost event.\n     */\n\n\n    WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) {\n        event.preventDefault();\n    };\n\n    /**\n     * Handles a restored webgl context\n     *\n     * @private\n     */\n\n\n    WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() {\n        this.textureManager.removeAll();\n        this.filterManager.destroy(true);\n        this._initContext();\n    };\n\n    /**\n     * Removes everything from the renderer (event listeners, spritebatch, etc...)\n     *\n     * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n     *  See: https://github.com/pixijs/pixi.js/issues/2233\n     */\n\n\n    WebGLRenderer.prototype.destroy = function destroy(removeView) {\n        this.destroyPlugins();\n\n        // remove listeners\n        this.view.removeEventListener('webglcontextlost', this.handleContextLost);\n        this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n        this.textureManager.destroy();\n\n        // call base destroy\n        _SystemRenderer.prototype.destroy.call(this, removeView);\n\n        this.uid = 0;\n\n        // destroy the managers\n        this.maskManager.destroy();\n        this.stencilManager.destroy();\n        this.filterManager.destroy();\n\n        this.maskManager = null;\n        this.filterManager = null;\n        this.textureManager = null;\n        this.currentRenderer = null;\n\n        this.handleContextLost = null;\n        this.handleContextRestored = null;\n\n        this._contextOptions = null;\n        this.gl.useProgram(null);\n\n        if (this.gl.getExtension('WEBGL_lose_context')) {\n            this.gl.getExtension('WEBGL_lose_context').loseContext();\n        }\n\n        this.gl = null;\n\n        // this = null;\n    };\n\n    return WebGLRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.WebGLRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.WebGLRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = WebGLRenderer;\n_utils.pluginTarget.mixin(WebGLRenderer);\n//# sourceMappingURL=WebGLRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/WebGLState.js":
/*!*********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/WebGLState.js ***!
  \*********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _mapWebGLBlendModesToPixi = __webpack_require__(/*! ./utils/mapWebGLBlendModesToPixi */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLBlendModesToPixi.js\");\n\nvar _mapWebGLBlendModesToPixi2 = _interopRequireDefault(_mapWebGLBlendModesToPixi);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar BLEND = 0;\nvar DEPTH_TEST = 1;\nvar FRONT_FACE = 2;\nvar CULL_FACE = 3;\nvar BLEND_FUNC = 4;\n\n/**\n * A WebGL state machines\n *\n * @memberof PIXI\n * @class\n */\n\nvar WebGLState = function () {\n    /**\n     * @param {WebGLRenderingContext} gl - The current WebGL rendering context\n     */\n    function WebGLState(gl) {\n        _classCallCheck(this, WebGLState);\n\n        /**\n         * The current active state\n         *\n         * @member {Uint8Array}\n         */\n        this.activeState = new Uint8Array(16);\n\n        /**\n         * The default state\n         *\n         * @member {Uint8Array}\n         */\n        this.defaultState = new Uint8Array(16);\n\n        // default blend mode..\n        this.defaultState[0] = 1;\n\n        /**\n         * The current state index in the stack\n         *\n         * @member {number}\n         * @private\n         */\n        this.stackIndex = 0;\n\n        /**\n         * The stack holding all the different states\n         *\n         * @member {Array<*>}\n         * @private\n         */\n        this.stack = [];\n\n        /**\n         * The current WebGL rendering context\n         *\n         * @member {WebGLRenderingContext}\n         */\n        this.gl = gl;\n\n        this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);\n\n        this.attribState = {\n            tempAttribState: new Array(this.maxAttribs),\n            attribState: new Array(this.maxAttribs)\n        };\n\n        this.blendModes = (0, _mapWebGLBlendModesToPixi2.default)(gl);\n\n        // check we have vao..\n        this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') || gl.getExtension('MOZ_OES_vertex_array_object') || gl.getExtension('WEBKIT_OES_vertex_array_object');\n    }\n\n    /**\n     * Pushes a new active state\n     */\n\n\n    WebGLState.prototype.push = function push() {\n        // next state..\n        var state = this.stack[this.stackIndex];\n\n        if (!state) {\n            state = this.stack[this.stackIndex] = new Uint8Array(16);\n        }\n\n        ++this.stackIndex;\n\n        // copy state..\n        // set active state so we can force overrides of gl state\n        for (var i = 0; i < this.activeState.length; i++) {\n            state[i] = this.activeState[i];\n        }\n    };\n\n    /**\n     * Pops a state out\n     */\n\n\n    WebGLState.prototype.pop = function pop() {\n        var state = this.stack[--this.stackIndex];\n\n        this.setState(state);\n    };\n\n    /**\n     * Sets the current state\n     *\n     * @param {*} state - The state to set.\n     */\n\n\n    WebGLState.prototype.setState = function setState(state) {\n        this.setBlend(state[BLEND]);\n        this.setDepthTest(state[DEPTH_TEST]);\n        this.setFrontFace(state[FRONT_FACE]);\n        this.setCullFace(state[CULL_FACE]);\n        this.setBlendMode(state[BLEND_FUNC]);\n    };\n\n    /**\n     * Enables or disabled blending.\n     *\n     * @param {boolean} value - Turn on or off webgl blending.\n     */\n\n\n    WebGLState.prototype.setBlend = function setBlend(value) {\n        value = value ? 1 : 0;\n\n        if (this.activeState[BLEND] === value) {\n            return;\n        }\n\n        this.activeState[BLEND] = value;\n        this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n    };\n\n    /**\n     * Sets the blend mode.\n     *\n     * @param {number} value - The blend mode to set to.\n     */\n\n\n    WebGLState.prototype.setBlendMode = function setBlendMode(value) {\n        if (value === this.activeState[BLEND_FUNC]) {\n            return;\n        }\n\n        this.activeState[BLEND_FUNC] = value;\n\n        var mode = this.blendModes[value];\n\n        if (mode.length === 2) {\n            this.gl.blendFunc(mode[0], mode[1]);\n        } else {\n            this.gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n        }\n    };\n\n    /**\n     * Sets whether to enable or disable depth test.\n     *\n     * @param {boolean} value - Turn on or off webgl depth testing.\n     */\n\n\n    WebGLState.prototype.setDepthTest = function setDepthTest(value) {\n        value = value ? 1 : 0;\n\n        if (this.activeState[DEPTH_TEST] === value) {\n            return;\n        }\n\n        this.activeState[DEPTH_TEST] = value;\n        this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n    };\n\n    /**\n     * Sets whether to enable or disable cull face.\n     *\n     * @param {boolean} value - Turn on or off webgl cull face.\n     */\n\n\n    WebGLState.prototype.setCullFace = function setCullFace(value) {\n        value = value ? 1 : 0;\n\n        if (this.activeState[CULL_FACE] === value) {\n            return;\n        }\n\n        this.activeState[CULL_FACE] = value;\n        this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n    };\n\n    /**\n     * Sets the gl front face.\n     *\n     * @param {boolean} value - true is clockwise and false is counter-clockwise\n     */\n\n\n    WebGLState.prototype.setFrontFace = function setFrontFace(value) {\n        value = value ? 1 : 0;\n\n        if (this.activeState[FRONT_FACE] === value) {\n            return;\n        }\n\n        this.activeState[FRONT_FACE] = value;\n        this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n    };\n\n    /**\n     * Disables all the vaos in use\n     *\n     */\n\n\n    WebGLState.prototype.resetAttributes = function resetAttributes() {\n        for (var i = 0; i < this.attribState.tempAttribState.length; i++) {\n            this.attribState.tempAttribState[i] = 0;\n        }\n\n        for (var _i = 0; _i < this.attribState.attribState.length; _i++) {\n            this.attribState.attribState[_i] = 0;\n        }\n\n        // im going to assume one is always active for performance reasons.\n        for (var _i2 = 1; _i2 < this.maxAttribs; _i2++) {\n            this.gl.disableVertexAttribArray(_i2);\n        }\n    };\n\n    // used\n    /**\n     * Resets all the logic and disables the vaos\n     */\n\n\n    WebGLState.prototype.resetToDefault = function resetToDefault() {\n        // unbind any VAO if they exist..\n        if (this.nativeVaoExtension) {\n            this.nativeVaoExtension.bindVertexArrayOES(null);\n        }\n\n        // reset all attributes..\n        this.resetAttributes();\n\n        // set active state so we can force overrides of gl state\n        for (var i = 0; i < this.activeState.length; ++i) {\n            this.activeState[i] = 32;\n        }\n\n        this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n\n        this.setState(this.defaultState);\n    };\n\n    return WebGLState;\n}();\n\nexports.default = WebGLState;\n//# sourceMappingURL=WebGLState.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/WebGLState.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/filters/Filter.js":
/*!*************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/filters/Filter.js ***!
  \*************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _extractUniformsFromSrc = __webpack_require__(/*! ./extractUniformsFromSrc */ \"./node_modules/pixi.js/lib/core/renderers/webgl/filters/extractUniformsFromSrc.js\");\n\nvar _extractUniformsFromSrc2 = _interopRequireDefault(_extractUniformsFromSrc);\n\nvar _utils = __webpack_require__(/*! ../../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _const = __webpack_require__(/*! ../../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _settings = __webpack_require__(/*! ../../../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar SOURCE_KEY_MAP = {};\n\n// let math = require('../../../math');\n/**\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\n\nvar Filter = function () {\n  /**\n   * @param {string} [vertexSrc] - The source of the vertex shader.\n   * @param {string} [fragmentSrc] - The source of the fragment shader.\n   * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n   */\n  function Filter(vertexSrc, fragmentSrc, uniforms) {\n    _classCallCheck(this, Filter);\n\n    /**\n     * The vertex shader.\n     *\n     * @member {string}\n     */\n    this.vertexSrc = vertexSrc || Filter.defaultVertexSrc;\n\n    /**\n     * The fragment shader.\n     *\n     * @member {string}\n     */\n    this.fragmentSrc = fragmentSrc || Filter.defaultFragmentSrc;\n\n    this._blendMode = _const.BLEND_MODES.NORMAL;\n\n    this.uniformData = uniforms || (0, _extractUniformsFromSrc2.default)(this.vertexSrc, this.fragmentSrc, 'projectionMatrix|uSampler');\n\n    /**\n     * An object containing the current values of custom uniforms.\n     * @example <caption>Updating the value of a custom uniform</caption>\n     * filter.uniforms.time = performance.now();\n     *\n     * @member {object}\n     */\n    this.uniforms = {};\n\n    for (var i in this.uniformData) {\n      this.uniforms[i] = this.uniformData[i].value;\n      if (this.uniformData[i].type) {\n        this.uniformData[i].type = this.uniformData[i].type.toLowerCase();\n      }\n    }\n\n    // this is where we store shader references..\n    // TODO we could cache this!\n    this.glShaders = {};\n\n    // used for cacheing.. sure there is a better way!\n    if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) {\n      SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = (0, _utils.uid)();\n    }\n\n    this.glShaderKey = SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc];\n\n    /**\n     * The padding of the filter. Some filters require extra space to breath such as a blur.\n     * Increasing this will add extra width and height to the bounds of the object that the\n     * filter is applied to.\n     *\n     * @member {number}\n     */\n    this.padding = 4;\n\n    /**\n     * The resolution of the filter. Setting this to be lower will lower the quality but\n     * increase the performance of the filter.\n     *\n     * @member {number}\n     */\n    this.resolution = _settings2.default.FILTER_RESOLUTION;\n\n    /**\n     * If enabled is true the filter is applied, if false it will not.\n     *\n     * @member {boolean}\n     */\n    this.enabled = true;\n\n    /**\n     * If enabled, PixiJS will fit the filter area into boundaries for better performance.\n     * Switch it off if it does not work for specific shader.\n     *\n     * @member {boolean}\n     */\n    this.autoFit = true;\n  }\n\n  /**\n   * Applies the filter\n   *\n   * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from\n   * @param {PIXI.RenderTarget} input - The input render target.\n   * @param {PIXI.RenderTarget} output - The target to output to.\n   * @param {boolean} clear - Should the output be cleared before rendering to it\n   * @param {object} [currentState] - It's current state of filter.\n   *        There are some useful properties in the currentState :\n   *        target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n   */\n\n\n  Filter.prototype.apply = function apply(filterManager, input, output, clear, currentState) // eslint-disable-line no-unused-vars\n  {\n    // --- //\n    //  this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(tempMatrix, window.panda );\n\n    // do as you please!\n\n    filterManager.applyFilter(this, input, output, clear);\n\n    // or just do a regular render..\n  };\n\n  /**\n   * Sets the blendmode of the filter\n   *\n   * @member {number}\n   * @default PIXI.BLEND_MODES.NORMAL\n   */\n\n\n  _createClass(Filter, [{\n    key: 'blendMode',\n    get: function get() {\n      return this._blendMode;\n    },\n    set: function set(value) // eslint-disable-line require-jsdoc\n    {\n      this._blendMode = value;\n    }\n\n    /**\n     * The default vertex shader source\n     *\n     * @static\n     * @constant\n     */\n\n  }], [{\n    key: 'defaultVertexSrc',\n    get: function get() {\n      return ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform mat3 projectionMatrix;', 'uniform mat3 filterMatrix;', 'varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'void main(void){', '   gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', '   vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0)  ).xy;', '   vTextureCoord = aTextureCoord ;', '}'].join('\\n');\n    }\n\n    /**\n     * The default fragment shader source\n     *\n     * @static\n     * @constant\n     */\n\n  }, {\n    key: 'defaultFragmentSrc',\n    get: function get() {\n      return ['varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'uniform sampler2D uSampler;', 'uniform sampler2D filterSampler;', 'void main(void){', '   vec4 masky = texture2D(filterSampler, vFilterCoord);', '   vec4 sample = texture2D(uSampler, vTextureCoord);', '   vec4 color;', '   if(mod(vFilterCoord.x, 1.0) > 0.5)', '   {', '     color = vec4(1.0, 0.0, 0.0, 1.0);', '   }', '   else', '   {', '     color = vec4(0.0, 1.0, 0.0, 1.0);', '   }',\n      // '   gl_FragColor = vec4(mod(vFilterCoord.x, 1.5), vFilterCoord.y,0.0,1.0);',\n      '   gl_FragColor = mix(sample, masky, 0.5);', '   gl_FragColor *= sample.a;', '}'].join('\\n');\n    }\n  }]);\n\n  return Filter;\n}();\n\nexports.default = Filter;\n//# sourceMappingURL=Filter.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/filters/Filter.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/filters/extractUniformsFromSrc.js":
/*!*****************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/filters/extractUniformsFromSrc.js ***!
  \*****************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = extractUniformsFromSrc;\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nvar defaultValue = _pixiGlCore2.default.shader.defaultValue;\n\nfunction extractUniformsFromSrc(vertexSrc, fragmentSrc, mask) {\n    var vertUniforms = extractUniformsFromString(vertexSrc, mask);\n    var fragUniforms = extractUniformsFromString(fragmentSrc, mask);\n\n    return Object.assign(vertUniforms, fragUniforms);\n}\n\nfunction extractUniformsFromString(string) {\n    var maskRegex = new RegExp('^(projectionMatrix|uSampler|filterArea|filterClamp)$');\n\n    var uniforms = {};\n    var nameSplit = void 0;\n\n    // clean the lines a little - remove extra spaces / tabs etc\n    // then split along ';'\n    var lines = string.replace(/\\s+/g, ' ').split(/\\s*;\\s*/);\n\n    // loop through..\n    for (var i = 0; i < lines.length; i++) {\n        var line = lines[i].trim();\n\n        if (line.indexOf('uniform') > -1) {\n            var splitLine = line.split(' ');\n            var type = splitLine[1];\n\n            var name = splitLine[2];\n            var size = 1;\n\n            if (name.indexOf('[') > -1) {\n                // array!\n                nameSplit = name.split(/\\[|]/);\n                name = nameSplit[0];\n                size *= Number(nameSplit[1]);\n            }\n\n            if (!name.match(maskRegex)) {\n                uniforms[name] = {\n                    value: defaultValue(type, size),\n                    name: name,\n                    type: type\n                };\n            }\n        }\n    }\n\n    return uniforms;\n}\n//# sourceMappingURL=extractUniformsFromSrc.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/filters/extractUniformsFromSrc.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/filters/filterTransforms.js":
/*!***********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/filters/filterTransforms.js ***!
  \***********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.calculateScreenSpaceMatrix = calculateScreenSpaceMatrix;\nexports.calculateNormalizedScreenSpaceMatrix = calculateNormalizedScreenSpaceMatrix;\nexports.calculateSpriteMatrix = calculateSpriteMatrix;\n\nvar _math = __webpack_require__(/*! ../../../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\n/**\n * Calculates the mapped matrix\n * @param filterArea {Rectangle} The filter area\n * @param sprite {Sprite} the target sprite\n * @param outputMatrix {Matrix} @alvin\n * @private\n */\n// TODO playing around here.. this is temporary - (will end up in the shader)\n// this returns a matrix that will normalise map filter cords in the filter to screen space\nfunction calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) {\n    // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX),\n    // let texture = {width:1136, height:700};//sprite._texture.baseTexture;\n\n    // TODO unwrap?\n    var mappedMatrix = outputMatrix.identity();\n\n    mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height);\n\n    mappedMatrix.scale(textureSize.width, textureSize.height);\n\n    return mappedMatrix;\n}\n\nfunction calculateNormalizedScreenSpaceMatrix(outputMatrix, filterArea, textureSize) {\n    var mappedMatrix = outputMatrix.identity();\n\n    mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height);\n\n    var translateScaleX = textureSize.width / filterArea.width;\n    var translateScaleY = textureSize.height / filterArea.height;\n\n    mappedMatrix.scale(translateScaleX, translateScaleY);\n\n    return mappedMatrix;\n}\n\n// this will map the filter coord so that a texture can be used based on the transform of a sprite\nfunction calculateSpriteMatrix(outputMatrix, filterArea, textureSize, sprite) {\n    var orig = sprite._texture.orig;\n    var mappedMatrix = outputMatrix.set(textureSize.width, 0, 0, textureSize.height, filterArea.x, filterArea.y);\n    var worldTransform = sprite.worldTransform.copy(_math.Matrix.TEMP_MATRIX);\n\n    worldTransform.invert();\n    mappedMatrix.prepend(worldTransform);\n    mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n    mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n\n    return mappedMatrix;\n}\n//# sourceMappingURL=filterTransforms.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/filters/filterTransforms.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/filters/spriteMask/SpriteMaskFilter.js":
/*!**********************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/filters/spriteMask/SpriteMaskFilter.js ***!
  \**********************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _Filter2 = __webpack_require__(/*! ../Filter */ \"./node_modules/pixi.js/lib/core/renderers/webgl/filters/Filter.js\");\n\nvar _Filter3 = _interopRequireDefault(_Filter2);\n\nvar _math = __webpack_require__(/*! ../../../../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _path = __webpack_require__(/*! path */ \"./node_modules/path-browserify/index.js\");\n\nvar _TextureMatrix = __webpack_require__(/*! ../../../../textures/TextureMatrix */ \"./node_modules/pixi.js/lib/core/textures/TextureMatrix.js\");\n\nvar _TextureMatrix2 = _interopRequireDefault(_TextureMatrix);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * The SpriteMaskFilter class\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI\n */\nvar SpriteMaskFilter = function (_Filter) {\n    _inherits(SpriteMaskFilter, _Filter);\n\n    /**\n     * @param {PIXI.Sprite} sprite - the target sprite\n     */\n    function SpriteMaskFilter(sprite) {\n        _classCallCheck(this, SpriteMaskFilter);\n\n        var maskMatrix = new _math.Matrix();\n\n        var _this = _possibleConstructorReturn(this, _Filter.call(this, 'attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n    vTextureCoord = aTextureCoord;\\n    vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0)  ).xy;\\n}\\n', 'varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n    float clip = step(3.5,\\n        step(maskClamp.x, vMaskCoord.x) +\\n        step(maskClamp.y, vMaskCoord.y) +\\n        step(vMaskCoord.x, maskClamp.z) +\\n        step(vMaskCoord.y, maskClamp.w));\\n\\n    vec4 original = texture2D(uSampler, vTextureCoord);\\n    vec4 masky = texture2D(mask, vMaskCoord);\\n\\n    original *= (masky.r * masky.a * alpha * clip);\\n\\n    gl_FragColor = original;\\n}\\n'));\n\n        sprite.renderable = false;\n\n        _this.maskSprite = sprite;\n        _this.maskMatrix = maskMatrix;\n        return _this;\n    }\n\n    /**\n     * Applies the filter\n     *\n     * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from\n     * @param {PIXI.RenderTarget} input - The input render target.\n     * @param {PIXI.RenderTarget} output - The target to output to.\n     */\n\n\n    SpriteMaskFilter.prototype.apply = function apply(filterManager, input, output) {\n        var maskSprite = this.maskSprite;\n        var tex = this.maskSprite.texture;\n\n        if (!tex.valid) {\n            return;\n        }\n        if (!tex.transform) {\n            // margin = 0.0, let it bleed a bit, shader code becomes easier\n            // assuming that atlas textures were made with 1-pixel padding\n            tex.transform = new _TextureMatrix2.default(tex, 0.0);\n        }\n        tex.transform.update();\n\n        this.uniforms.mask = tex;\n        this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite).prepend(tex.transform.mapCoord);\n        this.uniforms.alpha = maskSprite.worldAlpha;\n        this.uniforms.maskClamp = tex.transform.uClampFrame;\n\n        filterManager.applyFilter(this, input, output);\n    };\n\n    return SpriteMaskFilter;\n}(_Filter3.default);\n\nexports.default = SpriteMaskFilter;\n//# sourceMappingURL=SpriteMaskFilter.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/filters/spriteMask/SpriteMaskFilter.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/managers/FilterManager.js":
/*!*********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/managers/FilterManager.js ***!
  \*********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _WebGLManager2 = __webpack_require__(/*! ./WebGLManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js\");\n\nvar _WebGLManager3 = _interopRequireDefault(_WebGLManager2);\n\nvar _RenderTarget = __webpack_require__(/*! ../utils/RenderTarget */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/RenderTarget.js\");\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _Quad = __webpack_require__(/*! ../utils/Quad */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/Quad.js\");\n\nvar _Quad2 = _interopRequireDefault(_Quad);\n\nvar _math = __webpack_require__(/*! ../../../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _Shader = __webpack_require__(/*! ../../../Shader */ \"./node_modules/pixi.js/lib/core/Shader.js\");\n\nvar _Shader2 = _interopRequireDefault(_Shader);\n\nvar _filterTransforms = __webpack_require__(/*! ../filters/filterTransforms */ \"./node_modules/pixi.js/lib/core/renderers/webgl/filters/filterTransforms.js\");\n\nvar filterTransforms = _interopRequireWildcard(_filterTransforms);\n\nvar _bitTwiddle = __webpack_require__(/*! bit-twiddle */ \"./node_modules/bit-twiddle/twiddle.js\");\n\nvar _bitTwiddle2 = _interopRequireDefault(_bitTwiddle);\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @ignore\n * @class\n */\nvar FilterState = function () {\n    /**\n     *\n     */\n    function FilterState() {\n        _classCallCheck(this, FilterState);\n\n        this.renderTarget = null;\n        this.target = null;\n        this.resolution = 1;\n\n        // those three objects are used only for root\n        // re-assigned for everything else\n        this.sourceFrame = new _math.Rectangle();\n        this.destinationFrame = new _math.Rectangle();\n        this.filters = [];\n    }\n\n    /**\n     * clears the state\n     */\n\n\n    FilterState.prototype.clear = function clear() {\n        this.filters = null;\n        this.target = null;\n        this.renderTarget = null;\n    };\n\n    return FilterState;\n}();\n\nvar screenKey = 'screen';\n\n/**\n * @class\n * @memberof PIXI\n * @extends PIXI.WebGLManager\n */\n\nvar FilterManager = function (_WebGLManager) {\n    _inherits(FilterManager, _WebGLManager);\n\n    /**\n     * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for.\n     */\n    function FilterManager(renderer) {\n        _classCallCheck(this, FilterManager);\n\n        var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer));\n\n        _this.gl = _this.renderer.gl;\n        // know about sprites!\n        _this.quad = new _Quad2.default(_this.gl, renderer.state.attribState);\n\n        _this.shaderCache = {};\n        // todo add default!\n        _this.pool = {};\n\n        _this.filterData = null;\n\n        _this.managedFilters = [];\n\n        _this.renderer.on('prerender', _this.onPrerender, _this);\n\n        _this._screenWidth = renderer.view.width;\n        _this._screenHeight = renderer.view.height;\n        return _this;\n    }\n\n    /**\n     * Adds a new filter to the manager.\n     *\n     * @param {PIXI.DisplayObject} target - The target of the filter to render.\n     * @param {PIXI.Filter[]} filters - The filters to apply.\n     */\n\n\n    FilterManager.prototype.pushFilter = function pushFilter(target, filters) {\n        var renderer = this.renderer;\n\n        var filterData = this.filterData;\n\n        if (!filterData) {\n            filterData = this.renderer._activeRenderTarget.filterStack;\n\n            // add new stack\n            var filterState = new FilterState();\n\n            filterState.sourceFrame = filterState.destinationFrame = this.renderer._activeRenderTarget.size;\n            filterState.renderTarget = renderer._activeRenderTarget;\n\n            this.renderer._activeRenderTarget.filterData = filterData = {\n                index: 0,\n                stack: [filterState]\n            };\n\n            this.filterData = filterData;\n        }\n\n        // get the current filter state..\n        var currentState = filterData.stack[++filterData.index];\n        var renderTargetFrame = filterData.stack[0].destinationFrame;\n\n        if (!currentState) {\n            currentState = filterData.stack[filterData.index] = new FilterState();\n        }\n\n        var fullScreen = target.filterArea && target.filterArea.x === 0 && target.filterArea.y === 0 && target.filterArea.width === renderer.screen.width && target.filterArea.height === renderer.screen.height;\n\n        // for now we go off the filter of the first resolution..\n        var resolution = filters[0].resolution;\n        var padding = filters[0].padding | 0;\n        var targetBounds = fullScreen ? renderer.screen : target.filterArea || target.getBounds(true);\n        var sourceFrame = currentState.sourceFrame;\n        var destinationFrame = currentState.destinationFrame;\n\n        sourceFrame.x = (targetBounds.x * resolution | 0) / resolution;\n        sourceFrame.y = (targetBounds.y * resolution | 0) / resolution;\n        sourceFrame.width = (targetBounds.width * resolution | 0) / resolution;\n        sourceFrame.height = (targetBounds.height * resolution | 0) / resolution;\n\n        if (!fullScreen) {\n            if (filterData.stack[0].renderTarget.transform) {//\n\n                // TODO we should fit the rect around the transform..\n            } else if (filters[0].autoFit) {\n                sourceFrame.fit(renderTargetFrame);\n            }\n\n            // lets apply the padding After we fit the element to the screen.\n            // this should stop the strange side effects that can occur when cropping to the edges\n            sourceFrame.pad(padding);\n        }\n\n        destinationFrame.width = sourceFrame.width;\n        destinationFrame.height = sourceFrame.height;\n\n        // lets play the padding after we fit the element to the screen.\n        // this should stop the strange side effects that can occur when cropping to the edges\n\n        var renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution);\n\n        currentState.target = target;\n        currentState.filters = filters;\n        currentState.resolution = resolution;\n        currentState.renderTarget = renderTarget;\n\n        // bind the render target to draw the shape in the top corner..\n\n        renderTarget.setFrame(destinationFrame, sourceFrame);\n\n        // bind the render target\n        renderer.bindRenderTarget(renderTarget);\n        renderTarget.clear();\n    };\n\n    /**\n     * Pops off the filter and applies it.\n     *\n     */\n\n\n    FilterManager.prototype.popFilter = function popFilter() {\n        var filterData = this.filterData;\n\n        var lastState = filterData.stack[filterData.index - 1];\n        var currentState = filterData.stack[filterData.index];\n\n        this.quad.map(currentState.renderTarget.size, currentState.sourceFrame).upload();\n\n        var filters = currentState.filters;\n\n        if (filters.length === 1) {\n            filters[0].apply(this, currentState.renderTarget, lastState.renderTarget, false, currentState);\n            this.freePotRenderTarget(currentState.renderTarget);\n        } else {\n            var flip = currentState.renderTarget;\n            var flop = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, currentState.resolution);\n\n            flop.setFrame(currentState.destinationFrame, currentState.sourceFrame);\n\n            // finally lets clear the render target before drawing to it..\n            flop.clear();\n\n            var i = 0;\n\n            for (i = 0; i < filters.length - 1; ++i) {\n                filters[i].apply(this, flip, flop, true, currentState);\n\n                var t = flip;\n\n                flip = flop;\n                flop = t;\n            }\n\n            filters[i].apply(this, flip, lastState.renderTarget, false, currentState);\n\n            this.freePotRenderTarget(flip);\n            this.freePotRenderTarget(flop);\n        }\n\n        currentState.clear();\n        filterData.index--;\n\n        if (filterData.index === 0) {\n            this.filterData = null;\n        }\n    };\n\n    /**\n     * Draws a filter.\n     *\n     * @param {PIXI.Filter} filter - The filter to draw.\n     * @param {PIXI.RenderTarget} input - The input render target.\n     * @param {PIXI.RenderTarget} output - The target to output to.\n     * @param {boolean} clear - Should the output be cleared before rendering to it\n     */\n\n\n    FilterManager.prototype.applyFilter = function applyFilter(filter, input, output, clear) {\n        var renderer = this.renderer;\n        var gl = renderer.gl;\n\n        var shader = filter.glShaders[renderer.CONTEXT_UID];\n\n        // cacheing..\n        if (!shader) {\n            if (filter.glShaderKey) {\n                shader = this.shaderCache[filter.glShaderKey];\n\n                if (!shader) {\n                    shader = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc);\n\n                    filter.glShaders[renderer.CONTEXT_UID] = this.shaderCache[filter.glShaderKey] = shader;\n                    this.managedFilters.push(filter);\n                }\n            } else {\n                shader = filter.glShaders[renderer.CONTEXT_UID] = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc);\n                this.managedFilters.push(filter);\n            }\n\n            // TODO - this only needs to be done once?\n            renderer.bindVao(null);\n\n            this.quad.initVao(shader);\n        }\n\n        renderer.bindVao(this.quad.vao);\n\n        renderer.bindRenderTarget(output);\n\n        if (clear) {\n            gl.disable(gl.SCISSOR_TEST);\n            renderer.clear(); // [1, 1, 1, 1]);\n            gl.enable(gl.SCISSOR_TEST);\n        }\n\n        // in case the render target is being masked using a scissor rect\n        if (output === renderer.maskManager.scissorRenderTarget) {\n            renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData);\n        }\n\n        renderer.bindShader(shader);\n\n        // free unit 0 for us, doesn't matter what was there\n        // don't try to restore it, because syncUniforms can upload it to another slot\n        // and it'll be a problem\n        var tex = this.renderer.emptyTextures[0];\n\n        this.renderer.boundTextures[0] = tex;\n        // this syncs the PixiJS filters  uniforms with glsl uniforms\n        this.syncUniforms(shader, filter);\n\n        renderer.state.setBlendMode(filter.blendMode);\n\n        gl.activeTexture(gl.TEXTURE0);\n        gl.bindTexture(gl.TEXTURE_2D, input.texture.texture);\n\n        this.quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0);\n\n        gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture);\n    };\n\n    /**\n     * Uploads the uniforms of the filter.\n     *\n     * @param {GLShader} shader - The underlying gl shader.\n     * @param {PIXI.Filter} filter - The filter we are synchronizing.\n     */\n\n\n    FilterManager.prototype.syncUniforms = function syncUniforms(shader, filter) {\n        var uniformData = filter.uniformData;\n        var uniforms = filter.uniforms;\n\n        // 0 is reserved for the PixiJS texture so we start at 1!\n        var textureCount = 1;\n        var currentState = void 0;\n\n        // filterArea and filterClamp that are handled by FilterManager directly\n        // they must not appear in uniformData\n\n        if (shader.uniforms.filterArea) {\n            currentState = this.filterData.stack[this.filterData.index];\n\n            var filterArea = shader.uniforms.filterArea;\n\n            filterArea[0] = currentState.renderTarget.size.width;\n            filterArea[1] = currentState.renderTarget.size.height;\n            filterArea[2] = currentState.sourceFrame.x;\n            filterArea[3] = currentState.sourceFrame.y;\n\n            shader.uniforms.filterArea = filterArea;\n        }\n\n        // use this to clamp displaced texture coords so they belong to filterArea\n        // see displacementFilter fragment shader for an example\n        if (shader.uniforms.filterClamp) {\n            currentState = currentState || this.filterData.stack[this.filterData.index];\n\n            var filterClamp = shader.uniforms.filterClamp;\n\n            filterClamp[0] = 0;\n            filterClamp[1] = 0;\n            filterClamp[2] = (currentState.sourceFrame.width - 1) / currentState.renderTarget.size.width;\n            filterClamp[3] = (currentState.sourceFrame.height - 1) / currentState.renderTarget.size.height;\n\n            shader.uniforms.filterClamp = filterClamp;\n        }\n\n        // TODO Cacheing layer..\n        for (var i in uniformData) {\n            var type = uniformData[i].type;\n\n            if (type === 'sampler2d' && uniforms[i] !== 0) {\n                if (uniforms[i].baseTexture) {\n                    shader.uniforms[i] = this.renderer.bindTexture(uniforms[i].baseTexture, textureCount);\n                } else {\n                    shader.uniforms[i] = textureCount;\n\n                    // TODO\n                    // this is helpful as renderTargets can also be set.\n                    // Although thinking about it, we could probably\n                    // make the filter texture cache return a RenderTexture\n                    // rather than a renderTarget\n                    var gl = this.renderer.gl;\n\n                    this.renderer.boundTextures[textureCount] = this.renderer.emptyTextures[textureCount];\n                    gl.activeTexture(gl.TEXTURE0 + textureCount);\n\n                    uniforms[i].texture.bind();\n                }\n\n                textureCount++;\n            } else if (type === 'mat3') {\n                // check if its PixiJS matrix..\n                if (uniforms[i].a !== undefined) {\n                    shader.uniforms[i] = uniforms[i].toArray(true);\n                } else {\n                    shader.uniforms[i] = uniforms[i];\n                }\n            } else if (type === 'vec2') {\n                // check if its a point..\n                if (uniforms[i].x !== undefined) {\n                    var val = shader.uniforms[i] || new Float32Array(2);\n\n                    val[0] = uniforms[i].x;\n                    val[1] = uniforms[i].y;\n                    shader.uniforms[i] = val;\n                } else {\n                    shader.uniforms[i] = uniforms[i];\n                }\n            } else if (type === 'float') {\n                if (shader.uniforms.data[i].value !== uniformData[i]) {\n                    shader.uniforms[i] = uniforms[i];\n                }\n            } else {\n                shader.uniforms[i] = uniforms[i];\n            }\n        }\n    };\n\n    /**\n     * Gets a render target from the pool, or creates a new one.\n     *\n     * @param {boolean} clear - Should we clear the render texture when we get it?\n     * @param {number} resolution - The resolution of the target.\n     * @return {PIXI.RenderTarget} The new render target\n     */\n\n\n    FilterManager.prototype.getRenderTarget = function getRenderTarget(clear, resolution) {\n        var currentState = this.filterData.stack[this.filterData.index];\n        var renderTarget = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, resolution || currentState.resolution);\n\n        renderTarget.setFrame(currentState.destinationFrame, currentState.sourceFrame);\n\n        return renderTarget;\n    };\n\n    /**\n     * Returns a render target to the pool.\n     *\n     * @param {PIXI.RenderTarget} renderTarget - The render target to return.\n     */\n\n\n    FilterManager.prototype.returnRenderTarget = function returnRenderTarget(renderTarget) {\n        this.freePotRenderTarget(renderTarget);\n    };\n\n    /**\n     * Calculates the mapped matrix.\n     *\n     * TODO playing around here.. this is temporary - (will end up in the shader)\n     * this returns a matrix that will normalise map filter cords in the filter to screen space\n     *\n     * @param {PIXI.Matrix} outputMatrix - the matrix to output to.\n     * @return {PIXI.Matrix} The mapped matrix.\n     */\n\n\n    FilterManager.prototype.calculateScreenSpaceMatrix = function calculateScreenSpaceMatrix(outputMatrix) {\n        var currentState = this.filterData.stack[this.filterData.index];\n\n        return filterTransforms.calculateScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size);\n    };\n\n    /**\n     * Multiply vTextureCoord to this matrix to achieve (0,0,1,1) for filterArea\n     *\n     * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n     * @return {PIXI.Matrix} The mapped matrix.\n     */\n\n\n    FilterManager.prototype.calculateNormalizedScreenSpaceMatrix = function calculateNormalizedScreenSpaceMatrix(outputMatrix) {\n        var currentState = this.filterData.stack[this.filterData.index];\n\n        return filterTransforms.calculateNormalizedScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, currentState.destinationFrame);\n    };\n\n    /**\n     * This will map the filter coord so that a texture can be used based on the transform of a sprite\n     *\n     * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n     * @param {PIXI.Sprite} sprite - The sprite to map to.\n     * @return {PIXI.Matrix} The mapped matrix.\n     */\n\n\n    FilterManager.prototype.calculateSpriteMatrix = function calculateSpriteMatrix(outputMatrix, sprite) {\n        var currentState = this.filterData.stack[this.filterData.index];\n\n        return filterTransforms.calculateSpriteMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, sprite);\n    };\n\n    /**\n     * Destroys this Filter Manager.\n     *\n     * @param {boolean} [contextLost=false] context was lost, do not free shaders\n     *\n     */\n\n\n    FilterManager.prototype.destroy = function destroy() {\n        var contextLost = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;\n\n        var renderer = this.renderer;\n        var filters = this.managedFilters;\n\n        renderer.off('prerender', this.onPrerender, this);\n\n        for (var i = 0; i < filters.length; i++) {\n            if (!contextLost) {\n                filters[i].glShaders[renderer.CONTEXT_UID].destroy();\n            }\n            delete filters[i].glShaders[renderer.CONTEXT_UID];\n        }\n\n        this.shaderCache = {};\n        if (!contextLost) {\n            this.emptyPool();\n        } else {\n            this.pool = {};\n        }\n    };\n\n    /**\n     * Gets a Power-of-Two render texture.\n     *\n     * TODO move to a seperate class could be on renderer?\n     * also - could cause issue with multiple contexts?\n     *\n     * @private\n     * @param {WebGLRenderingContext} gl - The webgl rendering context\n     * @param {number} minWidth - The minimum width of the render target.\n     * @param {number} minHeight - The minimum height of the render target.\n     * @param {number} resolution - The resolution of the render target.\n     * @return {PIXI.RenderTarget} The new render target.\n     */\n\n\n    FilterManager.prototype.getPotRenderTarget = function getPotRenderTarget(gl, minWidth, minHeight, resolution) {\n        var key = screenKey;\n\n        minWidth *= resolution;\n        minHeight *= resolution;\n\n        if (minWidth !== this._screenWidth || minHeight !== this._screenHeight) {\n            // TODO you could return a bigger texture if there is not one in the pool?\n            minWidth = _bitTwiddle2.default.nextPow2(minWidth);\n            minHeight = _bitTwiddle2.default.nextPow2(minHeight);\n            key = (minWidth & 0xFFFF) << 16 | minHeight & 0xFFFF;\n        }\n\n        if (!this.pool[key]) {\n            this.pool[key] = [];\n        }\n\n        var renderTarget = this.pool[key].pop();\n\n        // creating render target will cause texture to be bound!\n        if (!renderTarget) {\n            // temporary bypass cache..\n            var tex = this.renderer.boundTextures[0];\n\n            gl.activeTexture(gl.TEXTURE0);\n\n            // internally - this will cause a texture to be bound..\n            renderTarget = new _RenderTarget2.default(gl, minWidth, minHeight, null, 1);\n\n            // set the current one back\n            gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture);\n        }\n\n        // manually tweak the resolution...\n        // this will not modify the size of the frame buffer, just its resolution.\n        renderTarget.resolution = resolution;\n        renderTarget.defaultFrame.width = renderTarget.size.width = minWidth / resolution;\n        renderTarget.defaultFrame.height = renderTarget.size.height = minHeight / resolution;\n        renderTarget.filterPoolKey = key;\n\n        return renderTarget;\n    };\n\n    /**\n     * Empties the texture pool.\n     *\n     */\n\n\n    FilterManager.prototype.emptyPool = function emptyPool() {\n        for (var i in this.pool) {\n            var textures = this.pool[i];\n\n            if (textures) {\n                for (var j = 0; j < textures.length; j++) {\n                    textures[j].destroy(true);\n                }\n            }\n        }\n\n        this.pool = {};\n    };\n\n    /**\n     * Frees a render target back into the pool.\n     *\n     * @param {PIXI.RenderTarget} renderTarget - The renderTarget to free\n     */\n\n\n    FilterManager.prototype.freePotRenderTarget = function freePotRenderTarget(renderTarget) {\n        this.pool[renderTarget.filterPoolKey].push(renderTarget);\n    };\n\n    /**\n     * Called before the renderer starts rendering.\n     *\n     */\n\n\n    FilterManager.prototype.onPrerender = function onPrerender() {\n        if (this._screenWidth !== this.renderer.view.width || this._screenHeight !== this.renderer.view.height) {\n            this._screenWidth = this.renderer.view.width;\n            this._screenHeight = this.renderer.view.height;\n\n            var textures = this.pool[screenKey];\n\n            if (textures) {\n                for (var j = 0; j < textures.length; j++) {\n                    textures[j].destroy(true);\n                }\n            }\n            this.pool[screenKey] = [];\n        }\n    };\n\n    return FilterManager;\n}(_WebGLManager3.default);\n\nexports.default = FilterManager;\n//# sourceMappingURL=FilterManager.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/managers/FilterManager.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/managers/MaskManager.js":
/*!*******************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/managers/MaskManager.js ***!
  \*******************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _WebGLManager2 = __webpack_require__(/*! ./WebGLManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js\");\n\nvar _WebGLManager3 = _interopRequireDefault(_WebGLManager2);\n\nvar _SpriteMaskFilter = __webpack_require__(/*! ../filters/spriteMask/SpriteMaskFilter */ \"./node_modules/pixi.js/lib/core/renderers/webgl/filters/spriteMask/SpriteMaskFilter.js\");\n\nvar _SpriteMaskFilter2 = _interopRequireDefault(_SpriteMaskFilter);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * @class\n * @extends PIXI.WebGLManager\n * @memberof PIXI\n */\nvar MaskManager = function (_WebGLManager) {\n    _inherits(MaskManager, _WebGLManager);\n\n    /**\n     * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for.\n     */\n    function MaskManager(renderer) {\n        _classCallCheck(this, MaskManager);\n\n        // TODO - we don't need both!\n        var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer));\n\n        _this.scissor = false;\n        _this.scissorData = null;\n        _this.scissorRenderTarget = null;\n\n        _this.enableScissor = true;\n\n        _this.alphaMaskPool = [];\n        _this.alphaMaskIndex = 0;\n        return _this;\n    }\n\n    /**\n     * Applies the Mask and adds it to the current filter stack.\n     *\n     * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n     * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data.\n     */\n\n\n    MaskManager.prototype.pushMask = function pushMask(target, maskData) {\n        // TODO the root check means scissor rect will not\n        // be used on render textures more info here:\n        // https://github.com/pixijs/pixi.js/pull/3545\n\n        if (maskData.texture) {\n            this.pushSpriteMask(target, maskData);\n        } else if (this.enableScissor && !this.scissor && this.renderer._activeRenderTarget.root && !this.renderer.stencilManager.stencilMaskStack.length && maskData.isFastRect()) {\n            var matrix = maskData.worldTransform;\n\n            var rot = Math.atan2(matrix.b, matrix.a);\n\n            // use the nearest degree!\n            rot = Math.round(rot * (180 / Math.PI));\n\n            if (rot % 90) {\n                this.pushStencilMask(maskData);\n            } else {\n                this.pushScissorMask(target, maskData);\n            }\n        } else {\n            this.pushStencilMask(maskData);\n        }\n    };\n\n    /**\n     * Removes the last mask from the mask stack and doesn't return it.\n     *\n     * @param {PIXI.DisplayObject} target - Display Object to pop the mask from\n     * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data.\n     */\n\n\n    MaskManager.prototype.popMask = function popMask(target, maskData) {\n        if (maskData.texture) {\n            this.popSpriteMask(target, maskData);\n        } else if (this.enableScissor && !this.renderer.stencilManager.stencilMaskStack.length) {\n            this.popScissorMask(target, maskData);\n        } else {\n            this.popStencilMask(target, maskData);\n        }\n    };\n\n    /**\n     * Applies the Mask and adds it to the current filter stack.\n     *\n     * @param {PIXI.RenderTarget} target - Display Object to push the sprite mask to\n     * @param {PIXI.Sprite} maskData - Sprite to be used as the mask\n     */\n\n\n    MaskManager.prototype.pushSpriteMask = function pushSpriteMask(target, maskData) {\n        var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n\n        if (!alphaMaskFilter) {\n            alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new _SpriteMaskFilter2.default(maskData)];\n        }\n\n        alphaMaskFilter[0].resolution = this.renderer.resolution;\n        alphaMaskFilter[0].maskSprite = maskData;\n\n        // TODO - may cause issues!\n        target.filterArea = maskData.getBounds(true);\n\n        this.renderer.filterManager.pushFilter(target, alphaMaskFilter);\n\n        this.alphaMaskIndex++;\n    };\n\n    /**\n     * Removes the last filter from the filter stack and doesn't return it.\n     *\n     */\n\n\n    MaskManager.prototype.popSpriteMask = function popSpriteMask() {\n        this.renderer.filterManager.popFilter();\n        this.alphaMaskIndex--;\n    };\n\n    /**\n     * Applies the Mask and adds it to the current filter stack.\n     *\n     * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data.\n     */\n\n\n    MaskManager.prototype.pushStencilMask = function pushStencilMask(maskData) {\n        this.renderer.currentRenderer.stop();\n        this.renderer.stencilManager.pushStencil(maskData);\n    };\n\n    /**\n     * Removes the last filter from the filter stack and doesn't return it.\n     *\n     */\n\n\n    MaskManager.prototype.popStencilMask = function popStencilMask() {\n        this.renderer.currentRenderer.stop();\n        this.renderer.stencilManager.popStencil();\n    };\n\n    /**\n     *\n     * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n     * @param {PIXI.Graphics} maskData - The masking data.\n     */\n\n\n    MaskManager.prototype.pushScissorMask = function pushScissorMask(target, maskData) {\n        maskData.renderable = true;\n\n        var renderTarget = this.renderer._activeRenderTarget;\n\n        var bounds = maskData.getBounds();\n\n        bounds.fit(renderTarget.size);\n        maskData.renderable = false;\n\n        this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n\n        var resolution = this.renderer.resolution;\n\n        this.renderer.gl.scissor(bounds.x * resolution, (renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y) * resolution, bounds.width * resolution, bounds.height * resolution);\n\n        this.scissorRenderTarget = renderTarget;\n        this.scissorData = maskData;\n        this.scissor = true;\n    };\n\n    /**\n     *\n     *\n     */\n\n\n    MaskManager.prototype.popScissorMask = function popScissorMask() {\n        this.scissorRenderTarget = null;\n        this.scissorData = null;\n        this.scissor = false;\n\n        // must be scissor!\n        var gl = this.renderer.gl;\n\n        gl.disable(gl.SCISSOR_TEST);\n    };\n\n    return MaskManager;\n}(_WebGLManager3.default);\n\nexports.default = MaskManager;\n//# sourceMappingURL=MaskManager.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/managers/MaskManager.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/managers/StencilManager.js":
/*!**********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/managers/StencilManager.js ***!
  \**********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _WebGLManager2 = __webpack_require__(/*! ./WebGLManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js\");\n\nvar _WebGLManager3 = _interopRequireDefault(_WebGLManager2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * @class\n * @extends PIXI.WebGLManager\n * @memberof PIXI\n */\nvar StencilManager = function (_WebGLManager) {\n    _inherits(StencilManager, _WebGLManager);\n\n    /**\n     * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for.\n     */\n    function StencilManager(renderer) {\n        _classCallCheck(this, StencilManager);\n\n        var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer));\n\n        _this.stencilMaskStack = null;\n        return _this;\n    }\n\n    /**\n     * Changes the mask stack that is used by this manager.\n     *\n     * @param {PIXI.Graphics[]} stencilMaskStack - The mask stack\n     */\n\n\n    StencilManager.prototype.setMaskStack = function setMaskStack(stencilMaskStack) {\n        this.stencilMaskStack = stencilMaskStack;\n\n        var gl = this.renderer.gl;\n\n        if (stencilMaskStack.length === 0) {\n            gl.disable(gl.STENCIL_TEST);\n        } else {\n            gl.enable(gl.STENCIL_TEST);\n        }\n    };\n\n    /**\n     * Applies the Mask and adds it to the current stencil stack. @alvin\n     *\n     * @param {PIXI.Graphics} graphics - The mask\n     */\n\n\n    StencilManager.prototype.pushStencil = function pushStencil(graphics) {\n        this.renderer.setObjectRenderer(this.renderer.plugins.graphics);\n\n        this.renderer._activeRenderTarget.attachStencilBuffer();\n\n        var gl = this.renderer.gl;\n        var prevMaskCount = this.stencilMaskStack.length;\n\n        if (prevMaskCount === 0) {\n            gl.enable(gl.STENCIL_TEST);\n        }\n\n        this.stencilMaskStack.push(graphics);\n\n        // Increment the refference stencil value where the new mask overlaps with the old ones.\n        gl.colorMask(false, false, false, false);\n        gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask());\n        gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n        this.renderer.plugins.graphics.render(graphics);\n\n        this._useCurrent();\n    };\n\n    /**\n     * Removes the last mask from the stencil stack. @alvin\n     */\n\n\n    StencilManager.prototype.popStencil = function popStencil() {\n        this.renderer.setObjectRenderer(this.renderer.plugins.graphics);\n\n        var gl = this.renderer.gl;\n        var graphics = this.stencilMaskStack.pop();\n\n        if (this.stencilMaskStack.length === 0) {\n            // the stack is empty!\n            gl.disable(gl.STENCIL_TEST);\n            gl.clear(gl.STENCIL_BUFFER_BIT);\n            gl.clearStencil(0);\n        } else {\n            // Decrement the refference stencil value where the popped mask overlaps with the other ones\n            gl.colorMask(false, false, false, false);\n            gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n            this.renderer.plugins.graphics.render(graphics);\n\n            this._useCurrent();\n        }\n    };\n\n    /**\n     * Setup renderer to use the current stencil data.\n     */\n\n\n    StencilManager.prototype._useCurrent = function _useCurrent() {\n        var gl = this.renderer.gl;\n\n        gl.colorMask(true, true, true, true);\n        gl.stencilFunc(gl.EQUAL, this.stencilMaskStack.length, this._getBitwiseMask());\n        gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n    };\n\n    /**\n     * Fill 1s equal to the number of acitve stencil masks.\n     *\n     * @return {number} The bitwise mask.\n     */\n\n\n    StencilManager.prototype._getBitwiseMask = function _getBitwiseMask() {\n        return (1 << this.stencilMaskStack.length) - 1;\n    };\n\n    /**\n     * Destroys the mask stack.\n     *\n     */\n\n\n    StencilManager.prototype.destroy = function destroy() {\n        _WebGLManager3.default.prototype.destroy.call(this);\n\n        this.stencilMaskStack.stencilStack = null;\n    };\n\n    return StencilManager;\n}(_WebGLManager3.default);\n\nexports.default = StencilManager;\n//# sourceMappingURL=StencilManager.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/managers/StencilManager.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js":
/*!********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js ***!
  \********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @class\n * @memberof PIXI\n */\nvar WebGLManager = function () {\n  /**\n   * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for.\n   */\n  function WebGLManager(renderer) {\n    _classCallCheck(this, WebGLManager);\n\n    /**\n     * The renderer this manager works for.\n     *\n     * @member {PIXI.WebGLRenderer}\n     */\n    this.renderer = renderer;\n\n    this.renderer.on('context', this.onContextChange, this);\n  }\n\n  /**\n   * Generic method called when there is a WebGL context change.\n   *\n   */\n\n\n  WebGLManager.prototype.onContextChange = function onContextChange() {}\n  // do some codes init!\n\n\n  /**\n   * Generic destroy methods to be overridden by the subclass\n   *\n   */\n  ;\n\n  WebGLManager.prototype.destroy = function destroy() {\n    this.renderer.off('context', this.onContextChange, this);\n\n    this.renderer = null;\n  };\n\n  return WebGLManager;\n}();\n\nexports.default = WebGLManager;\n//# sourceMappingURL=WebGLManager.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/utils/ObjectRenderer.js":
/*!*******************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/utils/ObjectRenderer.js ***!
  \*******************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _WebGLManager2 = __webpack_require__(/*! ../managers/WebGLManager */ \"./node_modules/pixi.js/lib/core/renderers/webgl/managers/WebGLManager.js\");\n\nvar _WebGLManager3 = _interopRequireDefault(_WebGLManager2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * Base for a common object renderer that can be used as a system renderer plugin.\n *\n * @class\n * @extends PIXI.WebGLManager\n * @memberof PIXI\n */\nvar ObjectRenderer = function (_WebGLManager) {\n  _inherits(ObjectRenderer, _WebGLManager);\n\n  function ObjectRenderer() {\n    _classCallCheck(this, ObjectRenderer);\n\n    return _possibleConstructorReturn(this, _WebGLManager.apply(this, arguments));\n  }\n\n  /**\n   * Starts the renderer and sets the shader\n   *\n   */\n  ObjectRenderer.prototype.start = function start() {}\n  // set the shader..\n\n\n  /**\n   * Stops the renderer\n   *\n   */\n  ;\n\n  ObjectRenderer.prototype.stop = function stop() {\n    this.flush();\n  };\n\n  /**\n   * Stub method for rendering content and emptying the current batch.\n   *\n   */\n\n\n  ObjectRenderer.prototype.flush = function flush() {}\n  // flush!\n\n\n  /**\n   * Renders an object\n   *\n   * @param {PIXI.DisplayObject} object - The object to render.\n   */\n  ;\n\n  ObjectRenderer.prototype.render = function render(object) // eslint-disable-line no-unused-vars\n  {\n    // render the object\n  };\n\n  return ObjectRenderer;\n}(_WebGLManager3.default);\n\nexports.default = ObjectRenderer;\n//# sourceMappingURL=ObjectRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/utils/ObjectRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/utils/Quad.js":
/*!*********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/utils/Quad.js ***!
  \*********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _createIndicesForQuads = __webpack_require__(/*! ../../../utils/createIndicesForQuads */ \"./node_modules/pixi.js/lib/core/utils/createIndicesForQuads.js\");\n\nvar _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Helper class to create a quad\n *\n * @class\n * @memberof PIXI\n */\nvar Quad = function () {\n  /**\n   * @param {WebGLRenderingContext} gl - The gl context for this quad to use.\n   * @param {object} state - TODO: Description\n   */\n  function Quad(gl, state) {\n    _classCallCheck(this, Quad);\n\n    /**\n     * the current WebGL drawing context\n     *\n     * @member {WebGLRenderingContext}\n     */\n    this.gl = gl;\n\n    /**\n     * An array of vertices\n     *\n     * @member {Float32Array}\n     */\n    this.vertices = new Float32Array([-1, -1, 1, -1, 1, 1, -1, 1]);\n\n    /**\n     * The Uvs of the quad\n     *\n     * @member {Float32Array}\n     */\n    this.uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);\n\n    this.interleaved = new Float32Array(8 * 2);\n\n    for (var i = 0; i < 4; i++) {\n      this.interleaved[i * 4] = this.vertices[i * 2];\n      this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1];\n      this.interleaved[i * 4 + 2] = this.uvs[i * 2];\n      this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1];\n    }\n\n    /**\n     * An array containing the indices of the vertices\n     *\n     * @member {Uint16Array}\n     */\n    this.indices = (0, _createIndicesForQuads2.default)(1);\n\n    /**\n     * The vertex buffer\n     *\n     * @member {glCore.GLBuffer}\n     */\n    this.vertexBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.interleaved, gl.STATIC_DRAW);\n\n    /**\n     * The index buffer\n     *\n     * @member {glCore.GLBuffer}\n     */\n    this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW);\n\n    /**\n     * The vertex array object\n     *\n     * @member {glCore.VertexArrayObject}\n     */\n    this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, state);\n  }\n\n  /**\n   * Initialises the vaos and uses the shader.\n   *\n   * @param {PIXI.Shader} shader - the shader to use\n   */\n\n\n  Quad.prototype.initVao = function initVao(shader) {\n    this.vao.clear().addIndex(this.indexBuffer).addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0).addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4);\n  };\n\n  /**\n   * Maps two Rectangle to the quad.\n   *\n   * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle\n   * @param {PIXI.Rectangle} destinationFrame - the second rectangle\n   * @return {PIXI.Quad} Returns itself.\n   */\n\n\n  Quad.prototype.map = function map(targetTextureFrame, destinationFrame) {\n    var x = 0; // destinationFrame.x / targetTextureFrame.width;\n    var y = 0; // destinationFrame.y / targetTextureFrame.height;\n\n    this.uvs[0] = x;\n    this.uvs[1] = y;\n\n    this.uvs[2] = x + destinationFrame.width / targetTextureFrame.width;\n    this.uvs[3] = y;\n\n    this.uvs[4] = x + destinationFrame.width / targetTextureFrame.width;\n    this.uvs[5] = y + destinationFrame.height / targetTextureFrame.height;\n\n    this.uvs[6] = x;\n    this.uvs[7] = y + destinationFrame.height / targetTextureFrame.height;\n\n    x = destinationFrame.x;\n    y = destinationFrame.y;\n\n    this.vertices[0] = x;\n    this.vertices[1] = y;\n\n    this.vertices[2] = x + destinationFrame.width;\n    this.vertices[3] = y;\n\n    this.vertices[4] = x + destinationFrame.width;\n    this.vertices[5] = y + destinationFrame.height;\n\n    this.vertices[6] = x;\n    this.vertices[7] = y + destinationFrame.height;\n\n    return this;\n  };\n\n  /**\n   * Binds the buffer and uploads the data\n   *\n   * @return {PIXI.Quad} Returns itself.\n   */\n\n\n  Quad.prototype.upload = function upload() {\n    for (var i = 0; i < 4; i++) {\n      this.interleaved[i * 4] = this.vertices[i * 2];\n      this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1];\n      this.interleaved[i * 4 + 2] = this.uvs[i * 2];\n      this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1];\n    }\n\n    this.vertexBuffer.upload(this.interleaved);\n\n    return this;\n  };\n\n  /**\n   * Removes this quad from WebGL\n   */\n\n\n  Quad.prototype.destroy = function destroy() {\n    var gl = this.gl;\n\n    gl.deleteBuffer(this.vertexBuffer);\n    gl.deleteBuffer(this.indexBuffer);\n  };\n\n  return Quad;\n}();\n\nexports.default = Quad;\n//# sourceMappingURL=Quad.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/utils/Quad.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/utils/RenderTarget.js":
/*!*****************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/utils/RenderTarget.js ***!
  \*****************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _math = __webpack_require__(/*! ../../../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _const = __webpack_require__(/*! ../../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _settings = __webpack_require__(/*! ../../../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @class\n * @memberof PIXI\n */\nvar RenderTarget = function () {\n  /**\n   * @param {WebGLRenderingContext} gl - The current WebGL drawing context\n   * @param {number} [width=0] - the horizontal range of the filter\n   * @param {number} [height=0] - the vertical range of the filter\n   * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n   * @param {number} [resolution=1] - The current resolution / device pixel ratio\n   * @param {boolean} [root=false] - Whether this object is the root element or not\n   */\n  function RenderTarget(gl, width, height, scaleMode, resolution, root) {\n    _classCallCheck(this, RenderTarget);\n\n    // TODO Resolution could go here ( eg low res blurs )\n\n    /**\n     * The current WebGL drawing context.\n     *\n     * @member {WebGLRenderingContext}\n     */\n    this.gl = gl;\n\n    // next time to create a frame buffer and texture\n\n    /**\n     * A frame buffer\n     *\n     * @member {PIXI.glCore.GLFramebuffer}\n     */\n    this.frameBuffer = null;\n\n    /**\n     * The texture\n     *\n     * @member {PIXI.glCore.GLTexture}\n     */\n    this.texture = null;\n\n    /**\n     * The background colour of this render target, as an array of [r,g,b,a] values\n     *\n     * @member {number[]}\n     */\n    this.clearColor = [0, 0, 0, 0];\n\n    /**\n     * The size of the object as a rectangle\n     *\n     * @member {PIXI.Rectangle}\n     */\n    this.size = new _math.Rectangle(0, 0, 1, 1);\n\n    /**\n     * The current resolution / device pixel ratio\n     *\n     * @member {number}\n     * @default 1\n     */\n    this.resolution = resolution || _settings2.default.RESOLUTION;\n\n    /**\n     * The projection matrix\n     *\n     * @member {PIXI.Matrix}\n     */\n    this.projectionMatrix = new _math.Matrix();\n\n    /**\n     * The object's transform\n     *\n     * @member {PIXI.Matrix}\n     */\n    this.transform = null;\n\n    /**\n     * The frame.\n     *\n     * @member {PIXI.Rectangle}\n     */\n    this.frame = null;\n\n    /**\n     * The stencil buffer stores masking data for the render target\n     *\n     * @member {glCore.GLBuffer}\n     */\n    this.defaultFrame = new _math.Rectangle();\n    this.destinationFrame = null;\n    this.sourceFrame = null;\n\n    /**\n     * The stencil buffer stores masking data for the render target\n     *\n     * @member {glCore.GLBuffer}\n     */\n    this.stencilBuffer = null;\n\n    /**\n     * The data structure for the stencil masks\n     *\n     * @member {PIXI.Graphics[]}\n     */\n    this.stencilMaskStack = [];\n\n    /**\n     * Stores filter data for the render target\n     *\n     * @member {object[]}\n     */\n    this.filterData = null;\n\n    /**\n     * The key for pooled texture of FilterSystem\n     * @private\n     * @member {string}\n     */\n    this.filterPoolKey = '';\n\n    /**\n     * The scale mode.\n     *\n     * @member {number}\n     * @default PIXI.settings.SCALE_MODE\n     * @see PIXI.SCALE_MODES\n     */\n    this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n    /**\n     * Whether this object is the root element or not\n     *\n     * @member {boolean}\n     */\n    this.root = root;\n\n    if (!this.root) {\n      this.frameBuffer = _pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100);\n\n      if (this.scaleMode === _const.SCALE_MODES.NEAREST) {\n        this.frameBuffer.texture.enableNearestScaling();\n      } else {\n        this.frameBuffer.texture.enableLinearScaling();\n      }\n      /*\n          A frame buffer needs a target to render to..\n          create a texture and bind it attach it to the framebuffer..\n       */\n\n      // this is used by the base texture\n      this.texture = this.frameBuffer.texture;\n    } else {\n      // make it a null framebuffer..\n      this.frameBuffer = new _pixiGlCore.GLFramebuffer(gl, 100, 100);\n      this.frameBuffer.framebuffer = null;\n    }\n\n    this.setFrame();\n\n    this.resize(width, height);\n  }\n\n  /**\n   * Clears the filter texture.\n   *\n   * @param {number[]} [clearColor=this.clearColor] - Array of [r,g,b,a] to clear the framebuffer\n   */\n\n\n  RenderTarget.prototype.clear = function clear(clearColor) {\n    var cc = clearColor || this.clearColor;\n\n    this.frameBuffer.clear(cc[0], cc[1], cc[2], cc[3]); // r,g,b,a);\n  };\n\n  /**\n   * Binds the stencil buffer.\n   *\n   */\n\n\n  RenderTarget.prototype.attachStencilBuffer = function attachStencilBuffer() {\n    // TODO check if stencil is done?\n    /**\n     * The stencil buffer is used for masking in pixi\n     * lets create one and then add attach it to the framebuffer..\n     */\n    if (!this.root) {\n      this.frameBuffer.enableStencil();\n    }\n  };\n\n  /**\n   * Sets the frame of the render target.\n   *\n   * @param {Rectangle} destinationFrame - The destination frame.\n   * @param {Rectangle} sourceFrame - The source frame.\n   */\n\n\n  RenderTarget.prototype.setFrame = function setFrame(destinationFrame, sourceFrame) {\n    this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n    this.sourceFrame = sourceFrame || this.sourceFrame || this.destinationFrame;\n  };\n\n  /**\n   * Binds the buffers and initialises the viewport.\n   *\n   */\n\n\n  RenderTarget.prototype.activate = function activate() {\n    // TOOD refactor usage of frame..\n    var gl = this.gl;\n\n    // make sure the texture is unbound!\n    this.frameBuffer.bind();\n\n    this.calculateProjection(this.destinationFrame, this.sourceFrame);\n\n    if (this.transform) {\n      this.projectionMatrix.append(this.transform);\n    }\n\n    // TODO add a check as them may be the same!\n    if (this.destinationFrame !== this.sourceFrame) {\n      gl.enable(gl.SCISSOR_TEST);\n      gl.scissor(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0);\n    } else {\n      gl.disable(gl.SCISSOR_TEST);\n    }\n\n    // TODO - does not need to be updated all the time??\n    gl.viewport(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0);\n  };\n\n  /**\n   * Updates the projection matrix based on a projection frame (which is a rectangle)\n   *\n   * @param {Rectangle} destinationFrame - The destination frame.\n   * @param {Rectangle} sourceFrame - The source frame.\n   */\n\n\n  RenderTarget.prototype.calculateProjection = function calculateProjection(destinationFrame, sourceFrame) {\n    var pm = this.projectionMatrix;\n\n    sourceFrame = sourceFrame || destinationFrame;\n\n    pm.identity();\n\n    // TODO: make dest scale source\n    if (!this.root) {\n      pm.a = 1 / destinationFrame.width * 2;\n      pm.d = 1 / destinationFrame.height * 2;\n\n      pm.tx = -1 - sourceFrame.x * pm.a;\n      pm.ty = -1 - sourceFrame.y * pm.d;\n    } else {\n      pm.a = 1 / destinationFrame.width * 2;\n      pm.d = -1 / destinationFrame.height * 2;\n\n      pm.tx = -1 - sourceFrame.x * pm.a;\n      pm.ty = 1 - sourceFrame.y * pm.d;\n    }\n  };\n\n  /**\n   * Resizes the texture to the specified width and height\n   *\n   * @param {number} width - the new width of the texture\n   * @param {number} height - the new height of the texture\n   */\n\n\n  RenderTarget.prototype.resize = function resize(width, height) {\n    width = width | 0;\n    height = height | 0;\n\n    if (this.size.width === width && this.size.height === height) {\n      return;\n    }\n\n    this.size.width = width;\n    this.size.height = height;\n\n    this.defaultFrame.width = width;\n    this.defaultFrame.height = height;\n\n    this.frameBuffer.resize(width * this.resolution, height * this.resolution);\n\n    var projectionFrame = this.frame || this.size;\n\n    this.calculateProjection(projectionFrame);\n  };\n\n  /**\n   * Destroys the render target.\n   *\n   */\n\n\n  RenderTarget.prototype.destroy = function destroy() {\n    this.frameBuffer.destroy();\n\n    this.frameBuffer = null;\n    this.texture = null;\n  };\n\n  return RenderTarget;\n}();\n\nexports.default = RenderTarget;\n//# sourceMappingURL=RenderTarget.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/utils/RenderTarget.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/utils/checkMaxIfStatmentsInShader.js":
/*!********************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/utils/checkMaxIfStatmentsInShader.js ***!
  \********************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = checkMaxIfStatmentsInShader;\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nvar fragTemplate = ['precision mediump float;', 'void main(void){', 'float test = 0.1;', '%forloop%', 'gl_FragColor = vec4(0.0);', '}'].join('\\n');\n\nfunction checkMaxIfStatmentsInShader(maxIfs, gl) {\n    var createTempContext = !gl;\n\n    // @if DEBUG\n    if (maxIfs === 0) {\n        throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n    }\n    // @endif\n\n    if (createTempContext) {\n        var tinyCanvas = document.createElement('canvas');\n\n        tinyCanvas.width = 1;\n        tinyCanvas.height = 1;\n\n        gl = _pixiGlCore2.default.createContext(tinyCanvas);\n    }\n\n    var shader = gl.createShader(gl.FRAGMENT_SHADER);\n\n    while (true) // eslint-disable-line no-constant-condition\n    {\n        var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n\n        gl.shaderSource(shader, fragmentSrc);\n        gl.compileShader(shader);\n\n        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n            maxIfs = maxIfs / 2 | 0;\n        } else {\n            // valid!\n            break;\n        }\n    }\n\n    if (createTempContext) {\n        // get rid of context\n        if (gl.getExtension('WEBGL_lose_context')) {\n            gl.getExtension('WEBGL_lose_context').loseContext();\n        }\n    }\n\n    return maxIfs;\n}\n\nfunction generateIfTestSrc(maxIfs) {\n    var src = '';\n\n    for (var i = 0; i < maxIfs; ++i) {\n        if (i > 0) {\n            src += '\\nelse ';\n        }\n\n        if (i < maxIfs - 1) {\n            src += 'if(test == ' + i + '.0){}';\n        }\n    }\n\n    return src;\n}\n//# sourceMappingURL=checkMaxIfStatmentsInShader.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/utils/checkMaxIfStatmentsInShader.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLBlendModesToPixi.js":
/*!*****************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLBlendModesToPixi.js ***!
  \*****************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = mapWebGLBlendModesToPixi;\n\nvar _const = __webpack_require__(/*! ../../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\n/**\n * Maps gl blend combinations to WebGL.\n *\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {string[]} [array=[]] - The array to output into.\n * @return {string[]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl) {\n    var array = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];\n\n    // TODO - premultiply alpha would be different.\n    // add a boolean for that!\n    array[_const.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA];\n    array[_const.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR];\n    array[_const.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n\n    // not-premultiplied blend modes\n    array[_const.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n    array[_const.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.DST_ALPHA, gl.ONE, gl.DST_ALPHA];\n    array[_const.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_COLOR];\n\n    return array;\n}\n//# sourceMappingURL=mapWebGLBlendModesToPixi.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLBlendModesToPixi.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLDrawModesToPixi.js":
/*!****************************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLDrawModesToPixi.js ***!
  \****************************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = mapWebGLDrawModesToPixi;\n\nvar _const = __webpack_require__(/*! ../../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\n/**\n * Generic Mask Stack data structure.\n *\n * @memberof PIXI\n * @function mapWebGLDrawModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL drawing context\n * @param {object} [object={}] - The object to map into\n * @return {object} The mapped draw modes.\n */\nfunction mapWebGLDrawModesToPixi(gl) {\n  var object = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n  object[_const.DRAW_MODES.POINTS] = gl.POINTS;\n  object[_const.DRAW_MODES.LINES] = gl.LINES;\n  object[_const.DRAW_MODES.LINE_LOOP] = gl.LINE_LOOP;\n  object[_const.DRAW_MODES.LINE_STRIP] = gl.LINE_STRIP;\n  object[_const.DRAW_MODES.TRIANGLES] = gl.TRIANGLES;\n  object[_const.DRAW_MODES.TRIANGLE_STRIP] = gl.TRIANGLE_STRIP;\n  object[_const.DRAW_MODES.TRIANGLE_FAN] = gl.TRIANGLE_FAN;\n\n  return object;\n}\n//# sourceMappingURL=mapWebGLDrawModesToPixi.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/utils/mapWebGLDrawModesToPixi.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/renderers/webgl/utils/validateContext.js":
/*!********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/renderers/webgl/utils/validateContext.js ***!
  \********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = validateContext;\nfunction validateContext(gl) {\n    var attributes = gl.getContextAttributes();\n\n    // this is going to be fairly simple for now.. but at least we have room to grow!\n    if (!attributes.stencil) {\n        /* eslint-disable no-console */\n        console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n        /* eslint-enable no-console */\n    }\n}\n//# sourceMappingURL=validateContext.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/renderers/webgl/utils/validateContext.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/settings.js":
/*!***************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/settings.js ***!
  \***************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _maxRecommendedTextures = __webpack_require__(/*! ./utils/maxRecommendedTextures */ \"./node_modules/pixi.js/lib/core/utils/maxRecommendedTextures.js\");\n\nvar _maxRecommendedTextures2 = _interopRequireDefault(_maxRecommendedTextures);\n\nvar _canUploadSameBuffer = __webpack_require__(/*! ./utils/canUploadSameBuffer */ \"./node_modules/pixi.js/lib/core/utils/canUploadSameBuffer.js\");\n\nvar _canUploadSameBuffer2 = _interopRequireDefault(_canUploadSameBuffer);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float percision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio.\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nexports.default = {\n\n  /**\n   * Target frames per millisecond.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {number}\n   * @default 0.06\n   */\n  TARGET_FPMS: 0.06,\n\n  /**\n   * If set to true WebGL will attempt make textures mimpaped by default.\n   * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {boolean}\n   * @default true\n   */\n  MIPMAP_TEXTURES: true,\n\n  /**\n   * Default resolution / device pixel ratio of the renderer.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {number}\n   * @default 1\n   */\n  RESOLUTION: 1,\n\n  /**\n   * Default filter resolution.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {number}\n   * @default 1\n   */\n  FILTER_RESOLUTION: 1,\n\n  /**\n   * The maximum textures that this device supports.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {number}\n   * @default 32\n   */\n  SPRITE_MAX_TEXTURES: (0, _maxRecommendedTextures2.default)(32),\n\n  // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n  // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n\n  /**\n   * The default sprite batch size.\n   *\n   * The default aims to balance desktop and mobile devices.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {number}\n   * @default 4096\n   */\n  SPRITE_BATCH_SIZE: 4096,\n\n  /**\n   * The prefix that denotes a URL is for a retina asset.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {RegExp}\n   * @example `@2x`\n   * @default /@([0-9\\.]+)x/\n   */\n  RETINA_PREFIX: /@([0-9\\.]+)x/,\n\n  /**\n   * The default render options if none are supplied to {@link PIXI.WebGLRenderer}\n   * or {@link PIXI.CanvasRenderer}.\n   *\n   * @static\n   * @constant\n   * @memberof PIXI.settings\n   * @type {object}\n   * @property {HTMLCanvasElement} view=null\n   * @property {number} resolution=1\n   * @property {boolean} antialias=false\n   * @property {boolean} forceFXAA=false\n   * @property {boolean} autoResize=false\n   * @property {boolean} transparent=false\n   * @property {number} backgroundColor=0x000000\n   * @property {boolean} clearBeforeRender=true\n   * @property {boolean} preserveDrawingBuffer=false\n   * @property {boolean} roundPixels=false\n   * @property {number} width=800\n   * @property {number} height=600\n   * @property {boolean} legacy=false\n   */\n  RENDER_OPTIONS: {\n    view: null,\n    antialias: false,\n    forceFXAA: false,\n    autoResize: false,\n    transparent: false,\n    backgroundColor: 0x000000,\n    clearBeforeRender: true,\n    preserveDrawingBuffer: false,\n    roundPixels: false,\n    width: 800,\n    height: 600,\n    legacy: false\n  },\n\n  /**\n   * Default transform type.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {PIXI.TRANSFORM_MODE}\n   * @default PIXI.TRANSFORM_MODE.STATIC\n   */\n  TRANSFORM_MODE: 0,\n\n  /**\n   * Default Garbage Collection mode.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {PIXI.GC_MODES}\n   * @default PIXI.GC_MODES.AUTO\n   */\n  GC_MODE: 0,\n\n  /**\n   * Default Garbage Collection max idle.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {number}\n   * @default 3600\n   */\n  GC_MAX_IDLE: 60 * 60,\n\n  /**\n   * Default Garbage Collection maximum check count.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {number}\n   * @default 600\n   */\n  GC_MAX_CHECK_COUNT: 60 * 10,\n\n  /**\n   * Default wrap modes that are supported by pixi.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {PIXI.WRAP_MODES}\n   * @default PIXI.WRAP_MODES.CLAMP\n   */\n  WRAP_MODE: 0,\n\n  /**\n   * The scale modes that are supported by pixi.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {PIXI.SCALE_MODES}\n   * @default PIXI.SCALE_MODES.LINEAR\n   */\n  SCALE_MODE: 0,\n\n  /**\n   * Default specify float precision in vertex shader.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {PIXI.PRECISION}\n   * @default PIXI.PRECISION.HIGH\n   */\n  PRECISION_VERTEX: 'highp',\n\n  /**\n   * Default specify float precision in fragment shader.\n   *\n   * @static\n   * @memberof PIXI.settings\n   * @type {PIXI.PRECISION}\n   * @default PIXI.PRECISION.MEDIUM\n   */\n  PRECISION_FRAGMENT: 'mediump',\n\n  /**\n   * Can we upload the same buffer in a single frame?\n   *\n   * @static\n   * @constant\n   * @memberof PIXI.settings\n   * @type {boolean}\n   */\n  CAN_UPLOAD_SAME_BUFFER: (0, _canUploadSameBuffer2.default)(),\n\n  /**\n   * Default Mesh `canvasPadding`.\n   *\n   * @see PIXI.mesh.Mesh#canvasPadding\n   * @static\n   * @constant\n   * @memberof PIXI.settings\n   * @type {number}\n   */\n  MESH_CANVAS_PADDING: 0\n};\n//# sourceMappingURL=settings.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/settings.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/sprites/Sprite.js":
/*!*********************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/sprites/Sprite.js ***!
  \*********************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _utils = __webpack_require__(/*! ../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _const = __webpack_require__(/*! ../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _Texture = __webpack_require__(/*! ../textures/Texture */ \"./node_modules/pixi.js/lib/core/textures/Texture.js\");\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _Container2 = __webpack_require__(/*! ../display/Container */ \"./node_modules/pixi.js/lib/core/display/Container.js\");\n\nvar _Container3 = _interopRequireDefault(_Container2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new _math.Point();\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = new PIXI.Sprite.fromImage('assets/image.png');\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\n\nvar Sprite = function (_Container) {\n    _inherits(Sprite, _Container);\n\n    /**\n     * @param {PIXI.Texture} texture - The texture for this sprite\n     */\n    function Sprite(texture) {\n        _classCallCheck(this, Sprite);\n\n        /**\n         * The anchor sets the origin point of the texture.\n         * The default is 0,0 this means the texture's origin is the top left\n         * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n         * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n         *\n         * @member {PIXI.ObservablePoint}\n         * @private\n         */\n        var _this = _possibleConstructorReturn(this, _Container.call(this));\n\n        _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this);\n\n        /**\n         * The texture that the sprite is using\n         *\n         * @private\n         * @member {PIXI.Texture}\n         */\n        _this._texture = null;\n\n        /**\n         * The width of the sprite (this is initially set by the texture)\n         *\n         * @private\n         * @member {number}\n         */\n        _this._width = 0;\n\n        /**\n         * The height of the sprite (this is initially set by the texture)\n         *\n         * @private\n         * @member {number}\n         */\n        _this._height = 0;\n\n        /**\n         * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n         *\n         * @private\n         * @member {number}\n         * @default 0xFFFFFF\n         */\n        _this._tint = null;\n        _this._tintRGB = null;\n        _this.tint = 0xFFFFFF;\n\n        /**\n         * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n         *\n         * @member {number}\n         * @default PIXI.BLEND_MODES.NORMAL\n         * @see PIXI.BLEND_MODES\n         */\n        _this.blendMode = _const.BLEND_MODES.NORMAL;\n\n        /**\n         * The shader that will be used to render the sprite. Set to null to remove a current shader.\n         *\n         * @member {PIXI.Filter|PIXI.Shader}\n         */\n        _this.shader = null;\n\n        /**\n         * An internal cached value of the tint.\n         *\n         * @private\n         * @member {number}\n         * @default 0xFFFFFF\n         */\n        _this.cachedTint = 0xFFFFFF;\n\n        // call texture setter\n        _this.texture = texture || _Texture2.default.EMPTY;\n\n        /**\n         * this is used to store the vertex data of the sprite (basically a quad)\n         *\n         * @private\n         * @member {Float32Array}\n         */\n        _this.vertexData = new Float32Array(8);\n\n        /**\n         * This is used to calculate the bounds of the object IF it is a trimmed sprite\n         *\n         * @private\n         * @member {Float32Array}\n         */\n        _this.vertexTrimmedData = null;\n\n        _this._transformID = -1;\n        _this._textureID = -1;\n\n        _this._transformTrimmedID = -1;\n        _this._textureTrimmedID = -1;\n\n        /**\n         * Plugin that is responsible for rendering this element.\n         * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n         *\n         * @member {string}\n         * @default 'sprite'\n         */\n        _this.pluginName = 'sprite';\n        return _this;\n    }\n\n    /**\n     * When the texture is updated, this event will fire to update the scale and frame\n     *\n     * @private\n     */\n\n\n    Sprite.prototype._onTextureUpdate = function _onTextureUpdate() {\n        this._textureID = -1;\n        this._textureTrimmedID = -1;\n        this.cachedTint = 0xFFFFFF;\n\n        // so if _width is 0 then width was not set..\n        if (this._width) {\n            this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width;\n        }\n\n        if (this._height) {\n            this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height;\n        }\n    };\n\n    /**\n     * Called when the anchor position updates.\n     *\n     * @private\n     */\n\n\n    Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() {\n        this._transformID = -1;\n        this._transformTrimmedID = -1;\n    };\n\n    /**\n     * calculates worldTransform * vertices, store it in vertexData\n     */\n\n\n    Sprite.prototype.calculateVertices = function calculateVertices() {\n        if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) {\n            return;\n        }\n\n        this._transformID = this.transform._worldID;\n        this._textureID = this._texture._updateID;\n\n        // set the vertex data\n\n        var texture = this._texture;\n        var wt = this.transform.worldTransform;\n        var a = wt.a;\n        var b = wt.b;\n        var c = wt.c;\n        var d = wt.d;\n        var tx = wt.tx;\n        var ty = wt.ty;\n        var vertexData = this.vertexData;\n        var trim = texture.trim;\n        var orig = texture.orig;\n        var anchor = this._anchor;\n\n        var w0 = 0;\n        var w1 = 0;\n        var h0 = 0;\n        var h1 = 0;\n\n        if (trim) {\n            // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n            // space before transforming the sprite coords.\n            w1 = trim.x - anchor._x * orig.width;\n            w0 = w1 + trim.width;\n\n            h1 = trim.y - anchor._y * orig.height;\n            h0 = h1 + trim.height;\n        } else {\n            w1 = -anchor._x * orig.width;\n            w0 = w1 + orig.width;\n\n            h1 = -anchor._y * orig.height;\n            h0 = h1 + orig.height;\n        }\n\n        // xy\n        vertexData[0] = a * w1 + c * h1 + tx;\n        vertexData[1] = d * h1 + b * w1 + ty;\n\n        // xy\n        vertexData[2] = a * w0 + c * h1 + tx;\n        vertexData[3] = d * h1 + b * w0 + ty;\n\n        // xy\n        vertexData[4] = a * w0 + c * h0 + tx;\n        vertexData[5] = d * h0 + b * w0 + ty;\n\n        // xy\n        vertexData[6] = a * w1 + c * h0 + tx;\n        vertexData[7] = d * h0 + b * w1 + ty;\n    };\n\n    /**\n     * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n     * This is used to ensure that the true width and height of a trimmed texture is respected\n     */\n\n\n    Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() {\n        if (!this.vertexTrimmedData) {\n            this.vertexTrimmedData = new Float32Array(8);\n        } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n            return;\n        }\n\n        this._transformTrimmedID = this.transform._worldID;\n        this._textureTrimmedID = this._texture._updateID;\n\n        // lets do some special trim code!\n        var texture = this._texture;\n        var vertexData = this.vertexTrimmedData;\n        var orig = texture.orig;\n        var anchor = this._anchor;\n\n        // lets calculate the new untrimmed bounds..\n        var wt = this.transform.worldTransform;\n        var a = wt.a;\n        var b = wt.b;\n        var c = wt.c;\n        var d = wt.d;\n        var tx = wt.tx;\n        var ty = wt.ty;\n\n        var w1 = -anchor._x * orig.width;\n        var w0 = w1 + orig.width;\n\n        var h1 = -anchor._y * orig.height;\n        var h0 = h1 + orig.height;\n\n        // xy\n        vertexData[0] = a * w1 + c * h1 + tx;\n        vertexData[1] = d * h1 + b * w1 + ty;\n\n        // xy\n        vertexData[2] = a * w0 + c * h1 + tx;\n        vertexData[3] = d * h1 + b * w0 + ty;\n\n        // xy\n        vertexData[4] = a * w0 + c * h0 + tx;\n        vertexData[5] = d * h0 + b * w0 + ty;\n\n        // xy\n        vertexData[6] = a * w1 + c * h0 + tx;\n        vertexData[7] = d * h0 + b * w1 + ty;\n    };\n\n    /**\n    *\n    * Renders the object using the WebGL renderer\n    *\n    * @private\n    * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use.\n    */\n\n\n    Sprite.prototype._renderWebGL = function _renderWebGL(renderer) {\n        this.calculateVertices();\n\n        renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n        renderer.plugins[this.pluginName].render(this);\n    };\n\n    /**\n    * Renders the object using the Canvas renderer\n    *\n    * @private\n    * @param {PIXI.CanvasRenderer} renderer - The renderer\n    */\n\n\n    Sprite.prototype._renderCanvas = function _renderCanvas(renderer) {\n        renderer.plugins[this.pluginName].render(this);\n    };\n\n    /**\n     * Updates the bounds of the sprite.\n     *\n     * @private\n     */\n\n\n    Sprite.prototype._calculateBounds = function _calculateBounds() {\n        var trim = this._texture.trim;\n        var orig = this._texture.orig;\n\n        // First lets check to see if the current texture has a trim..\n        if (!trim || trim.width === orig.width && trim.height === orig.height) {\n            // no trim! lets use the usual calculations..\n            this.calculateVertices();\n            this._bounds.addQuad(this.vertexData);\n        } else {\n            // lets calculate a special trimmed bounds...\n            this.calculateTrimmedVertices();\n            this._bounds.addQuad(this.vertexTrimmedData);\n        }\n    };\n\n    /**\n     * Gets the local bounds of the sprite object.\n     *\n     * @param {PIXI.Rectangle} rect - The output rectangle.\n     * @return {PIXI.Rectangle} The bounds.\n     */\n\n\n    Sprite.prototype.getLocalBounds = function getLocalBounds(rect) {\n        // we can do a fast local bounds if the sprite has no children!\n        if (this.children.length === 0) {\n            this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n            this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n            this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n            this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n            if (!rect) {\n                if (!this._localBoundsRect) {\n                    this._localBoundsRect = new _math.Rectangle();\n                }\n\n                rect = this._localBoundsRect;\n            }\n\n            return this._bounds.getRectangle(rect);\n        }\n\n        return _Container.prototype.getLocalBounds.call(this, rect);\n    };\n\n    /**\n     * Tests if a point is inside this sprite\n     *\n     * @param {PIXI.Point} point - the point to test\n     * @return {boolean} the result of the test\n     */\n\n\n    Sprite.prototype.containsPoint = function containsPoint(point) {\n        this.worldTransform.applyInverse(point, tempPoint);\n\n        var width = this._texture.orig.width;\n        var height = this._texture.orig.height;\n        var x1 = -width * this.anchor.x;\n        var y1 = 0;\n\n        if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n            y1 = -height * this.anchor.y;\n\n            if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n                return true;\n            }\n        }\n\n        return false;\n    };\n\n    /**\n     * Destroys this sprite and optionally its texture and children\n     *\n     * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n     *  have been set to that value\n     * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n     *      method called as well. 'options' will be passed on to those calls.\n     * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n     * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n     */\n\n\n    Sprite.prototype.destroy = function destroy(options) {\n        _Container.prototype.destroy.call(this, options);\n\n        this._texture.off('update', this._onTextureUpdate, this);\n\n        this._anchor = null;\n\n        var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n        if (destroyTexture) {\n            var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n            this._texture.destroy(!!destroyBaseTexture);\n        }\n\n        this._texture = null;\n        this.shader = null;\n    };\n\n    // some helper functions..\n\n    /**\n     * Helper function that creates a new sprite based on the source you provide.\n     * The source can be - frame id, image url, video url, canvas element, video element, base texture\n     *\n     * @static\n     * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from\n     * @return {PIXI.Sprite} The newly created sprite\n     */\n\n\n    Sprite.from = function from(source) {\n        return new Sprite(_Texture2.default.from(source));\n    };\n\n    /**\n     * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n     * The frame ids are created when a Texture packer file has been loaded\n     *\n     * @static\n     * @param {string} frameId - The frame Id of the texture in the cache\n     * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId\n     */\n\n\n    Sprite.fromFrame = function fromFrame(frameId) {\n        var texture = _utils.TextureCache[frameId];\n\n        if (!texture) {\n            throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n        }\n\n        return new Sprite(texture);\n    };\n\n    /**\n     * Helper function that creates a sprite that will contain a texture based on an image url\n     * If the image is not in the texture cache it will be loaded\n     *\n     * @static\n     * @param {string} imageId - The image url of the texture\n     * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter\n     * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode,\n     *  see {@link PIXI.SCALE_MODES} for possible values\n     * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id\n     */\n\n\n    Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) {\n        return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode));\n    };\n\n    /**\n     * The width of the sprite, setting this will actually modify the scale to achieve the value set\n     *\n     * @member {number}\n     */\n\n\n    _createClass(Sprite, [{\n        key: 'width',\n        get: function get() {\n            return Math.abs(this.scale.x) * this._texture.orig.width;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            var s = (0, _utils.sign)(this.scale.x) || 1;\n\n            this.scale.x = s * value / this._texture.orig.width;\n            this._width = value;\n        }\n\n        /**\n         * The height of the sprite, setting this will actually modify the scale to achieve the value set\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'height',\n        get: function get() {\n            return Math.abs(this.scale.y) * this._texture.orig.height;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            var s = (0, _utils.sign)(this.scale.y) || 1;\n\n            this.scale.y = s * value / this._texture.orig.height;\n            this._height = value;\n        }\n\n        /**\n         * The anchor sets the origin point of the texture.\n         * The default is 0,0 this means the texture's origin is the top left\n         * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n         * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n         *\n         * @member {PIXI.ObservablePoint}\n         */\n\n    }, {\n        key: 'anchor',\n        get: function get() {\n            return this._anchor;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this._anchor.copy(value);\n        }\n\n        /**\n         * The tint applied to the sprite. This is a hex value.\n         * A value of 0xFFFFFF will remove any tint effect.\n         *\n         * @member {number}\n         * @default 0xFFFFFF\n         */\n\n    }, {\n        key: 'tint',\n        get: function get() {\n            return this._tint;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this._tint = value;\n            this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n        }\n\n        /**\n         * The texture that the sprite is using\n         *\n         * @member {PIXI.Texture}\n         */\n\n    }, {\n        key: 'texture',\n        get: function get() {\n            return this._texture;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            if (this._texture === value) {\n                return;\n            }\n\n            this._texture = value;\n            this.cachedTint = 0xFFFFFF;\n\n            this._textureID = -1;\n            this._textureTrimmedID = -1;\n\n            if (value) {\n                // wait for the texture to load\n                if (value.baseTexture.hasLoaded) {\n                    this._onTextureUpdate();\n                } else {\n                    value.once('update', this._onTextureUpdate, this);\n                }\n            }\n        }\n    }]);\n\n    return Sprite;\n}(_Container3.default);\n\nexports.default = Sprite;\n//# sourceMappingURL=Sprite.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/sprites/Sprite.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/sprites/canvas/CanvasSpriteRenderer.js":
/*!******************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/sprites/canvas/CanvasSpriteRenderer.js ***!
  \******************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _CanvasRenderer = __webpack_require__(/*! ../../renderers/canvas/CanvasRenderer */ \"./node_modules/pixi.js/lib/core/renderers/canvas/CanvasRenderer.js\");\n\nvar _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);\n\nvar _const = __webpack_require__(/*! ../../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _math = __webpack_require__(/*! ../../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _CanvasTinter = __webpack_require__(/*! ./CanvasTinter */ \"./node_modules/pixi.js/lib/core/sprites/canvas/CanvasTinter.js\");\n\nvar _CanvasTinter2 = _interopRequireDefault(_CanvasTinter);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar canvasRenderWorldTransform = new _math.Matrix();\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's CanvasSpriteRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java\n */\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * @class\n * @private\n * @memberof PIXI\n */\n\nvar CanvasSpriteRenderer = function () {\n    /**\n     * @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for.\n     */\n    function CanvasSpriteRenderer(renderer) {\n        _classCallCheck(this, CanvasSpriteRenderer);\n\n        this.renderer = renderer;\n    }\n\n    /**\n     * Renders the sprite object.\n     *\n     * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch\n     */\n\n\n    CanvasSpriteRenderer.prototype.render = function render(sprite) {\n        var texture = sprite._texture;\n        var renderer = this.renderer;\n\n        var width = texture._frame.width;\n        var height = texture._frame.height;\n\n        var wt = sprite.transform.worldTransform;\n        var dx = 0;\n        var dy = 0;\n\n        if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.baseTexture.source) {\n            return;\n        }\n\n        renderer.setBlendMode(sprite.blendMode);\n\n        //  Ignore null sources\n        if (texture.valid) {\n            renderer.context.globalAlpha = sprite.worldAlpha;\n\n            // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture\n            var smoothingEnabled = texture.baseTexture.scaleMode === _const.SCALE_MODES.LINEAR;\n\n            if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) {\n                renderer.context[renderer.smoothProperty] = smoothingEnabled;\n            }\n\n            if (texture.trim) {\n                dx = texture.trim.width / 2 + texture.trim.x - sprite.anchor.x * texture.orig.width;\n                dy = texture.trim.height / 2 + texture.trim.y - sprite.anchor.y * texture.orig.height;\n            } else {\n                dx = (0.5 - sprite.anchor.x) * texture.orig.width;\n                dy = (0.5 - sprite.anchor.y) * texture.orig.height;\n            }\n\n            if (texture.rotate) {\n                wt.copy(canvasRenderWorldTransform);\n                wt = canvasRenderWorldTransform;\n                _math.GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy);\n                // the anchor has already been applied above, so lets set it to zero\n                dx = 0;\n                dy = 0;\n            }\n\n            dx -= width / 2;\n            dy -= height / 2;\n\n            // Allow for pixel rounding\n            if (renderer.roundPixels) {\n                renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution | 0, wt.ty * renderer.resolution | 0);\n\n                dx = dx | 0;\n                dy = dy | 0;\n            } else {\n                renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution);\n            }\n\n            var resolution = texture.baseTexture.resolution;\n\n            if (sprite.tint !== 0xFFFFFF) {\n                if (sprite.cachedTint !== sprite.tint || sprite.tintedTexture.tintId !== sprite._texture._updateID) {\n                    sprite.cachedTint = sprite.tint;\n\n                    // TODO clean up caching - how to clean up the caches?\n                    sprite.tintedTexture = _CanvasTinter2.default.getTintedTexture(sprite, sprite.tint);\n                }\n\n                renderer.context.drawImage(sprite.tintedTexture, 0, 0, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution);\n            } else {\n                renderer.context.drawImage(texture.baseTexture.source, texture._frame.x * resolution, texture._frame.y * resolution, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution);\n            }\n        }\n    };\n\n    /**\n     * destroy the sprite object.\n     *\n     */\n\n\n    CanvasSpriteRenderer.prototype.destroy = function destroy() {\n        this.renderer = null;\n    };\n\n    return CanvasSpriteRenderer;\n}();\n\nexports.default = CanvasSpriteRenderer;\n\n\n_CanvasRenderer2.default.registerPlugin('sprite', CanvasSpriteRenderer);\n//# sourceMappingURL=CanvasSpriteRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/sprites/canvas/CanvasSpriteRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/sprites/canvas/CanvasTinter.js":
/*!**********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/sprites/canvas/CanvasTinter.js ***!
  \**********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _utils = __webpack_require__(/*! ../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _canUseNewCanvasBlendModes = __webpack_require__(/*! ../../renderers/canvas/utils/canUseNewCanvasBlendModes */ \"./node_modules/pixi.js/lib/core/renderers/canvas/utils/canUseNewCanvasBlendModes.js\");\n\nvar _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * @class\n * @memberof PIXI\n */\nvar CanvasTinter = {\n    /**\n     * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @param {PIXI.Sprite} sprite - the sprite to tint\n     * @param {number} color - the color to use to tint the sprite with\n     * @return {HTMLCanvasElement} The tinted canvas\n     */\n    getTintedTexture: function getTintedTexture(sprite, color) {\n        var texture = sprite._texture;\n\n        color = CanvasTinter.roundColor(color);\n\n        var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n        texture.tintCache = texture.tintCache || {};\n\n        var cachedTexture = texture.tintCache[stringColor];\n\n        var canvas = void 0;\n\n        if (cachedTexture) {\n            if (cachedTexture.tintId === texture._updateID) {\n                return texture.tintCache[stringColor];\n            }\n\n            canvas = texture.tintCache[stringColor];\n        } else {\n            canvas = CanvasTinter.canvas || document.createElement('canvas');\n        }\n\n        CanvasTinter.tintMethod(texture, color, canvas);\n\n        canvas.tintId = texture._updateID;\n\n        if (CanvasTinter.convertTintToImage) {\n            // is this better?\n            var tintImage = new Image();\n\n            tintImage.src = canvas.toDataURL();\n\n            texture.tintCache[stringColor] = tintImage;\n        } else {\n            texture.tintCache[stringColor] = canvas;\n            // if we are not converting the texture to an image then we need to lose the reference to the canvas\n            CanvasTinter.canvas = null;\n        }\n\n        return canvas;\n    },\n\n    /**\n     * Tint a texture using the 'multiply' operation.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @param {PIXI.Texture} texture - the texture to tint\n     * @param {number} color - the color to use to tint the sprite with\n     * @param {HTMLCanvasElement} canvas - the current canvas\n     */\n    tintWithMultiply: function tintWithMultiply(texture, color, canvas) {\n        var context = canvas.getContext('2d');\n        var crop = texture._frame.clone();\n        var resolution = texture.baseTexture.resolution;\n\n        crop.x *= resolution;\n        crop.y *= resolution;\n        crop.width *= resolution;\n        crop.height *= resolution;\n\n        canvas.width = Math.ceil(crop.width);\n        canvas.height = Math.ceil(crop.height);\n\n        context.save();\n        context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n        context.fillRect(0, 0, crop.width, crop.height);\n\n        context.globalCompositeOperation = 'multiply';\n\n        context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n        context.globalCompositeOperation = 'destination-atop';\n\n        context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n        context.restore();\n    },\n\n    /**\n     * Tint a texture using the 'overlay' operation.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @param {PIXI.Texture} texture - the texture to tint\n     * @param {number} color - the color to use to tint the sprite with\n     * @param {HTMLCanvasElement} canvas - the current canvas\n     */\n    tintWithOverlay: function tintWithOverlay(texture, color, canvas) {\n        var context = canvas.getContext('2d');\n        var crop = texture._frame.clone();\n        var resolution = texture.baseTexture.resolution;\n\n        crop.x *= resolution;\n        crop.y *= resolution;\n        crop.width *= resolution;\n        crop.height *= resolution;\n\n        canvas.width = Math.ceil(crop.width);\n        canvas.height = Math.ceil(crop.height);\n\n        context.save();\n        context.globalCompositeOperation = 'copy';\n        context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n        context.fillRect(0, 0, crop.width, crop.height);\n\n        context.globalCompositeOperation = 'destination-atop';\n        context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n        // context.globalCompositeOperation = 'copy';\n        context.restore();\n    },\n\n\n    /**\n     * Tint a texture pixel per pixel.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @param {PIXI.Texture} texture - the texture to tint\n     * @param {number} color - the color to use to tint the sprite with\n     * @param {HTMLCanvasElement} canvas - the current canvas\n     */\n    tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) {\n        var context = canvas.getContext('2d');\n        var crop = texture._frame.clone();\n        var resolution = texture.baseTexture.resolution;\n\n        crop.x *= resolution;\n        crop.y *= resolution;\n        crop.width *= resolution;\n        crop.height *= resolution;\n\n        canvas.width = Math.ceil(crop.width);\n        canvas.height = Math.ceil(crop.height);\n\n        context.save();\n        context.globalCompositeOperation = 'copy';\n        context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n        context.restore();\n\n        var rgbValues = (0, _utils.hex2rgb)(color);\n        var r = rgbValues[0];\n        var g = rgbValues[1];\n        var b = rgbValues[2];\n\n        var pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n        var pixels = pixelData.data;\n\n        for (var i = 0; i < pixels.length; i += 4) {\n            pixels[i + 0] *= r;\n            pixels[i + 1] *= g;\n            pixels[i + 2] *= b;\n        }\n\n        context.putImageData(pixelData, 0, 0);\n    },\n\n    /**\n     * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @param {number} color - the color to round, should be a hex color\n     * @return {number} The rounded color.\n     */\n    roundColor: function roundColor(color) {\n        var step = CanvasTinter.cacheStepsPerColorChannel;\n\n        var rgbValues = (0, _utils.hex2rgb)(color);\n\n        rgbValues[0] = Math.min(255, rgbValues[0] / step * step);\n        rgbValues[1] = Math.min(255, rgbValues[1] / step * step);\n        rgbValues[2] = Math.min(255, rgbValues[2] / step * step);\n\n        return (0, _utils.rgb2hex)(rgbValues);\n    },\n\n    /**\n     * Number of steps which will be used as a cap when rounding colors.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @type {number}\n     */\n    cacheStepsPerColorChannel: 8,\n\n    /**\n     * Tint cache boolean flag.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @type {boolean}\n     */\n    convertTintToImage: false,\n\n    /**\n     * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @type {boolean}\n     */\n    canUseMultiply: (0, _canUseNewCanvasBlendModes2.default)(),\n\n    /**\n     * The tinting method that will be used.\n     *\n     * @memberof PIXI.CanvasTinter\n     * @type {tintMethodFunctionType}\n     */\n    tintMethod: 0\n};\n\nCanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel;\n\n/**\n * The tintMethod type.\n *\n * @memberof PIXI.CanvasTinter\n * @callback tintMethodFunctionType\n * @param texture {PIXI.Texture} the texture to tint\n * @param color {number} the color to use to tint the sprite with\n * @param canvas {HTMLCanvasElement} the current canvas\n */\n\nexports.default = CanvasTinter;\n//# sourceMappingURL=CanvasTinter.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/sprites/canvas/CanvasTinter.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/sprites/webgl/BatchBuffer.js":
/*!********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/sprites/webgl/BatchBuffer.js ***!
  \********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @class\n * @memberof PIXI\n */\nvar Buffer = function () {\n  /**\n   * @param {number} size - The size of the buffer in bytes.\n   */\n  function Buffer(size) {\n    _classCallCheck(this, Buffer);\n\n    this.vertices = new ArrayBuffer(size);\n\n    /**\n     * View on the vertices as a Float32Array for positions\n     *\n     * @member {Float32Array}\n     */\n    this.float32View = new Float32Array(this.vertices);\n\n    /**\n     * View on the vertices as a Uint32Array for uvs\n     *\n     * @member {Float32Array}\n     */\n    this.uint32View = new Uint32Array(this.vertices);\n  }\n\n  /**\n   * Destroys the buffer.\n   *\n   */\n\n\n  Buffer.prototype.destroy = function destroy() {\n    this.vertices = null;\n    this.positions = null;\n    this.uvs = null;\n    this.colors = null;\n  };\n\n  return Buffer;\n}();\n\nexports.default = Buffer;\n//# sourceMappingURL=BatchBuffer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/sprites/webgl/BatchBuffer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/sprites/webgl/SpriteRenderer.js":
/*!***********************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/sprites/webgl/SpriteRenderer.js ***!
  \***********************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _ObjectRenderer2 = __webpack_require__(/*! ../../renderers/webgl/utils/ObjectRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/ObjectRenderer.js\");\n\nvar _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2);\n\nvar _WebGLRenderer = __webpack_require__(/*! ../../renderers/webgl/WebGLRenderer */ \"./node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js\");\n\nvar _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer);\n\nvar _createIndicesForQuads = __webpack_require__(/*! ../../utils/createIndicesForQuads */ \"./node_modules/pixi.js/lib/core/utils/createIndicesForQuads.js\");\n\nvar _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads);\n\nvar _generateMultiTextureShader = __webpack_require__(/*! ./generateMultiTextureShader */ \"./node_modules/pixi.js/lib/core/sprites/webgl/generateMultiTextureShader.js\");\n\nvar _generateMultiTextureShader2 = _interopRequireDefault(_generateMultiTextureShader);\n\nvar _checkMaxIfStatmentsInShader = __webpack_require__(/*! ../../renderers/webgl/utils/checkMaxIfStatmentsInShader */ \"./node_modules/pixi.js/lib/core/renderers/webgl/utils/checkMaxIfStatmentsInShader.js\");\n\nvar _checkMaxIfStatmentsInShader2 = _interopRequireDefault(_checkMaxIfStatmentsInShader);\n\nvar _BatchBuffer = __webpack_require__(/*! ./BatchBuffer */ \"./node_modules/pixi.js/lib/core/sprites/webgl/BatchBuffer.js\");\n\nvar _BatchBuffer2 = _interopRequireDefault(_BatchBuffer);\n\nvar _settings = __webpack_require__(/*! ../../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _utils = __webpack_require__(/*! ../../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _pixiGlCore = __webpack_require__(/*! pixi-gl-core */ \"./node_modules/pixi-gl-core/src/index.js\");\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _bitTwiddle = __webpack_require__(/*! bit-twiddle */ \"./node_modules/bit-twiddle/twiddle.js\");\n\nvar _bitTwiddle2 = _interopRequireDefault(_bitTwiddle);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar TICK = 0;\nvar TEXTURE_TICK = 0;\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * @class\n * @private\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\n\nvar SpriteRenderer = function (_ObjectRenderer) {\n    _inherits(SpriteRenderer, _ObjectRenderer);\n\n    /**\n     * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for.\n     */\n    function SpriteRenderer(renderer) {\n        _classCallCheck(this, SpriteRenderer);\n\n        /**\n         * Number of values sent in the vertex buffer.\n         * aVertexPosition(2), aTextureCoord(1), aColor(1), aTextureId(1) = 5\n         *\n         * @member {number}\n         */\n        var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer));\n\n        _this.vertSize = 5;\n\n        /**\n         * The size of the vertex information in bytes.\n         *\n         * @member {number}\n         */\n        _this.vertByteSize = _this.vertSize * 4;\n\n        /**\n         * The number of images in the SpriteRenderer before it flushes.\n         *\n         * @member {number}\n         */\n        _this.size = _settings2.default.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop\n\n        // the total number of bytes in our batch\n        // let numVerts = this.size * 4 * this.vertByteSize;\n\n        _this.buffers = [];\n        for (var i = 1; i <= _bitTwiddle2.default.nextPow2(_this.size); i *= 2) {\n            _this.buffers.push(new _BatchBuffer2.default(i * 4 * _this.vertByteSize));\n        }\n\n        /**\n         * Holds the indices of the geometry (quads) to draw\n         *\n         * @member {Uint16Array}\n         */\n        _this.indices = (0, _createIndicesForQuads2.default)(_this.size);\n\n        /**\n         * The default shaders that is used if a sprite doesn't have a more specific one.\n         * there is a shader for each number of textures that can be rendererd.\n         * These shaders will also be generated on the fly as required.\n         * @member {PIXI.Shader[]}\n         */\n        _this.shader = null;\n\n        _this.currentIndex = 0;\n        _this.groups = [];\n\n        for (var k = 0; k < _this.size; k++) {\n            _this.groups[k] = { textures: [], textureCount: 0, ids: [], size: 0, start: 0, blend: 0 };\n        }\n\n        _this.sprites = [];\n\n        _this.vertexBuffers = [];\n        _this.vaos = [];\n\n        _this.vaoMax = 2;\n        _this.vertexCount = 0;\n\n        _this.renderer.on('prerender', _this.onPrerender, _this);\n        return _this;\n    }\n\n    /**\n     * Sets up the renderer context and necessary buffers.\n     *\n     * @private\n     */\n\n\n    SpriteRenderer.prototype.onContextChange = function onContextChange() {\n        var gl = this.renderer.gl;\n\n        if (this.renderer.legacy) {\n            this.MAX_TEXTURES = 1;\n        } else {\n            // step 1: first check max textures the GPU can handle.\n            this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), _settings2.default.SPRITE_MAX_TEXTURES);\n\n            // step 2: check the maximum number of if statements the shader can have too..\n            this.MAX_TEXTURES = (0, _checkMaxIfStatmentsInShader2.default)(this.MAX_TEXTURES, gl);\n        }\n\n        this.shader = (0, _generateMultiTextureShader2.default)(gl, this.MAX_TEXTURES);\n\n        // create a couple of buffers\n        this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW);\n\n        // we use the second shader as the first one depending on your browser may omit aTextureId\n        // as it is not used by the shader so is optimized out.\n\n        this.renderer.bindVao(null);\n\n        var attrs = this.shader.attributes;\n\n        for (var i = 0; i < this.vaoMax; i++) {\n            /* eslint-disable max-len */\n            var vertexBuffer = this.vertexBuffers[i] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW);\n            /* eslint-enable max-len */\n\n            // build the vao object that will render..\n            var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4);\n\n            if (attrs.aTextureId) {\n                vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4);\n            }\n\n            this.vaos[i] = vao;\n        }\n\n        this.vao = this.vaos[0];\n        this.currentBlendMode = 99999;\n\n        this.boundTextures = new Array(this.MAX_TEXTURES);\n    };\n\n    /**\n     * Called before the renderer starts rendering.\n     *\n     */\n\n\n    SpriteRenderer.prototype.onPrerender = function onPrerender() {\n        this.vertexCount = 0;\n    };\n\n    /**\n     * Renders the sprite object.\n     *\n     * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch\n     */\n\n\n    SpriteRenderer.prototype.render = function render(sprite) {\n        // TODO set blend modes..\n        // check texture..\n        if (this.currentIndex >= this.size) {\n            this.flush();\n        }\n\n        // get the uvs for the texture\n\n        // if the uvs have not updated then no point rendering just yet!\n        if (!sprite._texture._uvs) {\n            return;\n        }\n\n        // push a texture.\n        // increment the batchsize\n        this.sprites[this.currentIndex++] = sprite;\n    };\n\n    /**\n     * Renders the content and empties the current batch.\n     *\n     */\n\n\n    SpriteRenderer.prototype.flush = function flush() {\n        if (this.currentIndex === 0) {\n            return;\n        }\n\n        var gl = this.renderer.gl;\n        var MAX_TEXTURES = this.MAX_TEXTURES;\n\n        var np2 = _bitTwiddle2.default.nextPow2(this.currentIndex);\n        var log2 = _bitTwiddle2.default.log2(np2);\n        var buffer = this.buffers[log2];\n\n        var sprites = this.sprites;\n        var groups = this.groups;\n\n        var float32View = buffer.float32View;\n        var uint32View = buffer.uint32View;\n\n        var boundTextures = this.boundTextures;\n        var rendererBoundTextures = this.renderer.boundTextures;\n        var touch = this.renderer.textureGC.count;\n\n        var index = 0;\n        var nextTexture = void 0;\n        var currentTexture = void 0;\n        var groupCount = 1;\n        var textureCount = 0;\n        var currentGroup = groups[0];\n        var vertexData = void 0;\n        var uvs = void 0;\n        var blendMode = _utils.premultiplyBlendMode[sprites[0]._texture.baseTexture.premultipliedAlpha ? 1 : 0][sprites[0].blendMode];\n\n        currentGroup.textureCount = 0;\n        currentGroup.start = 0;\n        currentGroup.blend = blendMode;\n\n        TICK++;\n\n        var i = void 0;\n\n        // copy textures..\n        for (i = 0; i < MAX_TEXTURES; ++i) {\n            var bt = rendererBoundTextures[i];\n\n            if (bt._enabled === TICK) {\n                boundTextures[i] = this.renderer.emptyTextures[i];\n                continue;\n            }\n\n            boundTextures[i] = bt;\n            bt._virtalBoundId = i;\n            bt._enabled = TICK;\n        }\n        TICK++;\n\n        for (i = 0; i < this.currentIndex; ++i) {\n            // upload the sprite elemetns...\n            // they have all ready been calculated so we just need to push them into the buffer.\n            var sprite = sprites[i];\n\n            sprites[i] = null;\n\n            nextTexture = sprite._texture.baseTexture;\n\n            var spriteBlendMode = _utils.premultiplyBlendMode[Number(nextTexture.premultipliedAlpha)][sprite.blendMode];\n\n            if (blendMode !== spriteBlendMode) {\n                // finish a group..\n                blendMode = spriteBlendMode;\n\n                // force the batch to break!\n                currentTexture = null;\n                textureCount = MAX_TEXTURES;\n                TICK++;\n            }\n\n            if (currentTexture !== nextTexture) {\n                currentTexture = nextTexture;\n\n                if (nextTexture._enabled !== TICK) {\n                    if (textureCount === MAX_TEXTURES) {\n                        TICK++;\n\n                        currentGroup.size = i - currentGroup.start;\n\n                        textureCount = 0;\n\n                        currentGroup = groups[groupCount++];\n                        currentGroup.blend = blendMode;\n                        currentGroup.textureCount = 0;\n                        currentGroup.start = i;\n                    }\n\n                    nextTexture.touched = touch;\n\n                    if (nextTexture._virtalBoundId === -1) {\n                        for (var j = 0; j < MAX_TEXTURES; ++j) {\n                            var tIndex = (j + TEXTURE_TICK) % MAX_TEXTURES;\n\n                            var t = boundTextures[tIndex];\n\n                            if (t._enabled !== TICK) {\n                                TEXTURE_TICK++;\n\n                                t._virtalBoundId = -1;\n\n                                nextTexture._virtalBoundId = tIndex;\n\n                                boundTextures[tIndex] = nextTexture;\n                                break;\n                            }\n                        }\n                    }\n\n                    nextTexture._enabled = TICK;\n\n                    currentGroup.textureCount++;\n                    currentGroup.ids[textureCount] = nextTexture._virtalBoundId;\n                    currentGroup.textures[textureCount++] = nextTexture;\n                }\n            }\n\n            vertexData = sprite.vertexData;\n\n            // TODO this sum does not need to be set each frame..\n            uvs = sprite._texture._uvs.uvsUint32;\n\n            if (this.renderer.roundPixels) {\n                var resolution = this.renderer.resolution;\n\n                // xy\n                float32View[index] = (vertexData[0] * resolution | 0) / resolution;\n                float32View[index + 1] = (vertexData[1] * resolution | 0) / resolution;\n\n                // xy\n                float32View[index + 5] = (vertexData[2] * resolution | 0) / resolution;\n                float32View[index + 6] = (vertexData[3] * resolution | 0) / resolution;\n\n                // xy\n                float32View[index + 10] = (vertexData[4] * resolution | 0) / resolution;\n                float32View[index + 11] = (vertexData[5] * resolution | 0) / resolution;\n\n                // xy\n                float32View[index + 15] = (vertexData[6] * resolution | 0) / resolution;\n                float32View[index + 16] = (vertexData[7] * resolution | 0) / resolution;\n            } else {\n                // xy\n                float32View[index] = vertexData[0];\n                float32View[index + 1] = vertexData[1];\n\n                // xy\n                float32View[index + 5] = vertexData[2];\n                float32View[index + 6] = vertexData[3];\n\n                // xy\n                float32View[index + 10] = vertexData[4];\n                float32View[index + 11] = vertexData[5];\n\n                // xy\n                float32View[index + 15] = vertexData[6];\n                float32View[index + 16] = vertexData[7];\n            }\n\n            uint32View[index + 2] = uvs[0];\n            uint32View[index + 7] = uvs[1];\n            uint32View[index + 12] = uvs[2];\n            uint32View[index + 17] = uvs[3];\n            /* eslint-disable max-len */\n            var alpha = Math.min(sprite.worldAlpha, 1.0);\n            // we dont call extra function if alpha is 1.0, that's faster\n            var argb = alpha < 1.0 && nextTexture.premultipliedAlpha ? (0, _utils.premultiplyTint)(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n\n            uint32View[index + 3] = uint32View[index + 8] = uint32View[index + 13] = uint32View[index + 18] = argb;\n            float32View[index + 4] = float32View[index + 9] = float32View[index + 14] = float32View[index + 19] = nextTexture._virtalBoundId;\n            /* eslint-enable max-len */\n\n            index += 20;\n        }\n\n        currentGroup.size = i - currentGroup.start;\n\n        if (!_settings2.default.CAN_UPLOAD_SAME_BUFFER) {\n            // this is still needed for IOS performance..\n            // it really does not like uploading to the same buffer in a single frame!\n            if (this.vaoMax <= this.vertexCount) {\n                this.vaoMax++;\n\n                var attrs = this.shader.attributes;\n\n                /* eslint-disable max-len */\n                var vertexBuffer = this.vertexBuffers[this.vertexCount] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW);\n                /* eslint-enable max-len */\n\n                // build the vao object that will render..\n                var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4);\n\n                if (attrs.aTextureId) {\n                    vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4);\n                }\n\n                this.vaos[this.vertexCount] = vao;\n            }\n\n            this.renderer.bindVao(this.vaos[this.vertexCount]);\n\n            this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, false);\n\n            this.vertexCount++;\n        } else {\n            // lets use the faster option, always use buffer number 0\n            this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, true);\n        }\n\n        for (i = 0; i < MAX_TEXTURES; ++i) {\n            rendererBoundTextures[i]._virtalBoundId = -1;\n        }\n\n        // render the groups..\n        for (i = 0; i < groupCount; ++i) {\n            var group = groups[i];\n            var groupTextureCount = group.textureCount;\n\n            for (var _j = 0; _j < groupTextureCount; _j++) {\n                currentTexture = group.textures[_j];\n\n                // reset virtual ids..\n                // lets do a quick check..\n                if (rendererBoundTextures[group.ids[_j]] !== currentTexture) {\n                    this.renderer.bindTexture(currentTexture, group.ids[_j], true);\n                }\n\n                // reset the virtualId..\n                currentTexture._virtalBoundId = -1;\n            }\n\n            // set the blend mode..\n            this.renderer.state.setBlendMode(group.blend);\n\n            gl.drawElements(gl.TRIANGLES, group.size * 6, gl.UNSIGNED_SHORT, group.start * 6 * 2);\n        }\n\n        // reset elements for the next flush\n        this.currentIndex = 0;\n    };\n\n    /**\n     * Starts a new sprite batch.\n     */\n\n\n    SpriteRenderer.prototype.start = function start() {\n        this.renderer.bindShader(this.shader);\n\n        if (_settings2.default.CAN_UPLOAD_SAME_BUFFER) {\n            // bind buffer #0, we don't need others\n            this.renderer.bindVao(this.vaos[this.vertexCount]);\n\n            this.vertexBuffers[this.vertexCount].bind();\n        }\n    };\n\n    /**\n     * Stops and flushes the current batch.\n     *\n     */\n\n\n    SpriteRenderer.prototype.stop = function stop() {\n        this.flush();\n    };\n\n    /**\n     * Destroys the SpriteRenderer.\n     *\n     */\n\n\n    SpriteRenderer.prototype.destroy = function destroy() {\n        for (var i = 0; i < this.vaoMax; i++) {\n            if (this.vertexBuffers[i]) {\n                this.vertexBuffers[i].destroy();\n            }\n            if (this.vaos[i]) {\n                this.vaos[i].destroy();\n            }\n        }\n\n        if (this.indexBuffer) {\n            this.indexBuffer.destroy();\n        }\n\n        this.renderer.off('prerender', this.onPrerender, this);\n\n        _ObjectRenderer.prototype.destroy.call(this);\n\n        if (this.shader) {\n            this.shader.destroy();\n            this.shader = null;\n        }\n\n        this.vertexBuffers = null;\n        this.vaos = null;\n        this.indexBuffer = null;\n        this.indices = null;\n\n        this.sprites = null;\n\n        for (var _i = 0; _i < this.buffers.length; ++_i) {\n            this.buffers[_i].destroy();\n        }\n    };\n\n    return SpriteRenderer;\n}(_ObjectRenderer3.default);\n\nexports.default = SpriteRenderer;\n\n\n_WebGLRenderer2.default.registerPlugin('sprite', SpriteRenderer);\n//# sourceMappingURL=SpriteRenderer.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/sprites/webgl/SpriteRenderer.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/sprites/webgl/generateMultiTextureShader.js":
/*!***********************************************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/sprites/webgl/generateMultiTextureShader.js ***!
  \***********************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\nexports.default = generateMultiTextureShader;\n\nvar _Shader = __webpack_require__(/*! ../../Shader */ \"./node_modules/pixi.js/lib/core/Shader.js\");\n\nvar _Shader2 = _interopRequireDefault(_Shader);\n\nvar _path = __webpack_require__(/*! path */ \"./node_modules/path-browserify/index.js\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nvar fragTemplate = ['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureId;', 'uniform sampler2D uSamplers[%count%];', 'void main(void){', 'vec4 color;', 'float textureId = floor(vTextureId+0.5);', '%forloop%', 'gl_FragColor = color * vColor;', '}'].join('\\n');\n\nfunction generateMultiTextureShader(gl, maxTextures) {\n    var vertexSrc = 'precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n    vTextureCoord = aTextureCoord;\\n    vTextureId = aTextureId;\\n    vColor = aColor;\\n}\\n';\n    var fragmentSrc = fragTemplate;\n\n    fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures);\n    fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures));\n\n    var shader = new _Shader2.default(gl, vertexSrc, fragmentSrc);\n\n    var sampleValues = [];\n\n    for (var i = 0; i < maxTextures; i++) {\n        sampleValues[i] = i;\n    }\n\n    shader.bind();\n    shader.uniforms.uSamplers = sampleValues;\n\n    return shader;\n}\n\nfunction generateSampleSrc(maxTextures) {\n    var src = '';\n\n    src += '\\n';\n    src += '\\n';\n\n    for (var i = 0; i < maxTextures; i++) {\n        if (i > 0) {\n            src += '\\nelse ';\n        }\n\n        if (i < maxTextures - 1) {\n            src += 'if(textureId == ' + i + '.0)';\n        }\n\n        src += '\\n{';\n        src += '\\n\\tcolor = texture2D(uSamplers[' + i + '], vTextureCoord);';\n        src += '\\n}';\n    }\n\n    src += '\\n';\n    src += '\\n';\n\n    return src;\n}\n//# sourceMappingURL=generateMultiTextureShader.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/sprites/webgl/generateMultiTextureShader.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/text/Text.js":
/*!****************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/text/Text.js ***!
  \****************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Sprite2 = __webpack_require__(/*! ../sprites/Sprite */ \"./node_modules/pixi.js/lib/core/sprites/Sprite.js\");\n\nvar _Sprite3 = _interopRequireDefault(_Sprite2);\n\nvar _Texture = __webpack_require__(/*! ../textures/Texture */ \"./node_modules/pixi.js/lib/core/textures/Texture.js\");\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _math = __webpack_require__(/*! ../math */ \"./node_modules/pixi.js/lib/core/math/index.js\");\n\nvar _utils = __webpack_require__(/*! ../utils */ \"./node_modules/pixi.js/lib/core/utils/index.js\");\n\nvar _const = __webpack_require__(/*! ../const */ \"./node_modules/pixi.js/lib/core/const.js\");\n\nvar _settings = __webpack_require__(/*! ../settings */ \"./node_modules/pixi.js/lib/core/settings.js\");\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _TextStyle = __webpack_require__(/*! ./TextStyle */ \"./node_modules/pixi.js/lib/core/text/TextStyle.js\");\n\nvar _TextStyle2 = _interopRequireDefault(_TextStyle);\n\nvar _TextMetrics = __webpack_require__(/*! ./TextMetrics */ \"./node_modules/pixi.js/lib/core/text/TextMetrics.js\");\n\nvar _TextMetrics2 = _interopRequireDefault(_TextMetrics);\n\nvar _trimCanvas = __webpack_require__(/*! ../utils/trimCanvas */ \"./node_modules/pixi.js/lib/core/utils/trimCanvas.js\");\n\nvar _trimCanvas2 = _interopRequireDefault(_trimCanvas);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /* eslint max-depth: [2, 8] */\n\n\nvar defaultDestroyOptions = {\n    texture: true,\n    children: false,\n    baseTexture: true\n};\n\n/**\n * A Text Object will create a line or multiple lines of text. To split a line you can use '\\n' in your text string,\n * or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object.\n *\n * A Text can be created directly from a string and a style object\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\n\nvar Text = function (_Sprite) {\n    _inherits(Text, _Sprite);\n\n    /**\n     * @param {string} text - The string that you would like the text to display\n     * @param {object|PIXI.TextStyle} [style] - The style parameters\n     * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text\n     */\n    function Text(text, style, canvas) {\n        _classCallCheck(this, Text);\n\n        canvas = canvas || document.createElement('canvas');\n\n        canvas.width = 3;\n        canvas.height = 3;\n\n        var texture = _Texture2.default.fromCanvas(canvas, _settings2.default.SCALE_MODE, 'text');\n\n        texture.orig = new _math.Rectangle();\n        texture.trim = new _math.Rectangle();\n\n        // base texture is already automatically added to the cache, now adding the actual texture\n        var _this = _possibleConstructorReturn(this, _Sprite.call(this, texture));\n\n        _Texture2.default.addToCache(_this._texture, _this._texture.baseTexture.textureCacheIds[0]);\n\n        /**\n         * The canvas element that everything is drawn to\n         *\n         * @member {HTMLCanvasElement}\n         */\n        _this.canvas = canvas;\n\n        /**\n         * The canvas 2d context that everything is drawn with\n         * @member {CanvasRenderingContext2D}\n         */\n        _this.context = _this.canvas.getContext('2d');\n\n        /**\n         * The resolution / device pixel ratio of the canvas. This is set automatically by the renderer.\n         * @member {number}\n         * @default 1\n         */\n        _this.resolution = _settings2.default.RESOLUTION;\n\n        /**\n         * Private tracker for the current text.\n         *\n         * @member {string}\n         * @private\n         */\n        _this._text = null;\n\n        /**\n         * Private tracker for the current style.\n         *\n         * @member {object}\n         * @private\n         */\n        _this._style = null;\n        /**\n         * Private listener to track style changes.\n         *\n         * @member {Function}\n         * @private\n         */\n        _this._styleListener = null;\n\n        /**\n         * Private tracker for the current font.\n         *\n         * @member {string}\n         * @private\n         */\n        _this._font = '';\n\n        _this.text = text;\n        _this.style = style;\n\n        _this.localStyleID = -1;\n        return _this;\n    }\n\n    /**\n     * Renders text and updates it when needed.\n     *\n     * @private\n     * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n     */\n\n\n    Text.prototype.updateText = function updateText(respectDirty) {\n        var style = this._style;\n\n        // check if style has changed..\n        if (this.localStyleID !== style.styleID) {\n            this.dirty = true;\n            this.localStyleID = style.styleID;\n        }\n\n        if (!this.dirty && respectDirty) {\n            return;\n        }\n\n        this._font = this._style.toFontString();\n\n        var context = this.context;\n        var measured = _TextMetrics2.default.measureText(this._text, this._style, this._style.wordWrap, this.canvas);\n        var width = measured.width;\n        var height = measured.height;\n        var lines = measured.lines;\n        var lineHeight = measured.lineHeight;\n        var lineWidths = measured.lineWidths;\n        var maxLineWidth = measured.maxLineWidth;\n        var fontProperties = measured.fontProperties;\n\n        this.canvas.width = Math.ceil((Math.max(1, width) + style.padding * 2) * this.resolution);\n        this.canvas.height = Math.ceil((Math.max(1, height) + style.padding * 2) * this.resolution);\n\n        context.scale(this.resolution, this.resolution);\n\n        context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n        context.font = this._font;\n        context.strokeStyle = style.stroke;\n        context.lineWidth = style.strokeThickness;\n        context.textBaseline = style.textBaseline;\n        context.lineJoin = style.lineJoin;\n        context.miterLimit = style.miterLimit;\n\n        var linePositionX = void 0;\n        var linePositionY = void 0;\n\n        if (style.dropShadow) {\n            context.fillStyle = style.dropShadowColor;\n            context.globalAlpha = style.dropShadowAlpha;\n            context.shadowBlur = style.dropShadowBlur;\n\n            if (style.dropShadowBlur > 0) {\n                context.shadowColor = style.dropShadowColor;\n            }\n\n            var xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n            var yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance;\n\n            for (var i = 0; i < lines.length; i++) {\n                linePositionX = style.strokeThickness / 2;\n                linePositionY = style.strokeThickness / 2 + i * lineHeight + fontProperties.ascent;\n\n                if (style.align === 'right') {\n                    linePositionX += maxLineWidth - lineWidths[i];\n                } else if (style.align === 'center') {\n                    linePositionX += (maxLineWidth - lineWidths[i]) / 2;\n                }\n\n                if (style.fill) {\n                    this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding);\n\n                    if (style.stroke && style.strokeThickness) {\n                        context.strokeStyle = style.dropShadowColor;\n                        this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding, true);\n                        context.strokeStyle = style.stroke;\n                    }\n                }\n            }\n        }\n\n        // reset the shadow blur and alpha that was set by the drop shadow, for the regular text\n        context.shadowBlur = 0;\n        context.globalAlpha = 1;\n\n        // set canvas text styles\n        context.fillStyle = this._generateFillStyle(style, lines);\n\n        // draw lines line by line\n        for (var _i = 0; _i < lines.length; _i++) {\n            linePositionX = style.strokeThickness / 2;\n            linePositionY = style.strokeThickness / 2 + _i * lineHeight + fontProperties.ascent;\n\n            if (style.align === 'right') {\n                linePositionX += maxLineWidth - lineWidths[_i];\n            } else if (style.align === 'center') {\n                linePositionX += (maxLineWidth - lineWidths[_i]) / 2;\n            }\n\n            if (style.stroke && style.strokeThickness) {\n                this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding, true);\n            }\n\n            if (style.fill) {\n                this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding);\n            }\n        }\n\n        this.updateTexture();\n    };\n\n    /**\n     * Render the text with letter-spacing.\n     * @param {string} text - The text to draw\n     * @param {number} x - Horizontal position to draw the text\n     * @param {number} y - Vertical position to draw the text\n     * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the\n     *  text? If not, it's for the inside fill\n     * @private\n     */\n\n\n    Text.prototype.drawLetterSpacing = function drawLetterSpacing(text, x, y) {\n        var isStroke = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;\n\n        var style = this._style;\n\n        // letterSpacing of 0 means normal\n        var letterSpacing = style.letterSpacing;\n\n        if (letterSpacing === 0) {\n            if (isStroke) {\n                this.context.strokeText(text, x, y);\n            } else {\n                this.context.fillText(text, x, y);\n            }\n\n            return;\n        }\n\n        var characters = String.prototype.split.call(text, '');\n        var currentPosition = x;\n        var index = 0;\n        var current = '';\n\n        while (index < text.length) {\n            current = characters[index++];\n            if (isStroke) {\n                this.context.strokeText(current, currentPosition, y);\n            } else {\n                this.context.fillText(current, currentPosition, y);\n            }\n            currentPosition += this.context.measureText(current).width + letterSpacing;\n        }\n    };\n\n    /**\n     * Updates texture size based on canvas size\n     *\n     * @private\n     */\n\n\n    Text.prototype.updateTexture = function updateTexture() {\n        var canvas = this.canvas;\n\n        if (this._style.trim) {\n            var trimmed = (0, _trimCanvas2.default)(canvas);\n\n            canvas.width = trimmed.width;\n            canvas.height = trimmed.height;\n            this.context.putImageData(trimmed.data, 0, 0);\n        }\n\n        var texture = this._texture;\n        var style = this._style;\n        var padding = style.trim ? 0 : style.padding;\n        var baseTexture = texture.baseTexture;\n\n        baseTexture.hasLoaded = true;\n        baseTexture.resolution = this.resolution;\n\n        baseTexture.realWidth = canvas.width;\n        baseTexture.realHeight = canvas.height;\n        baseTexture.width = canvas.width / this.resolution;\n        baseTexture.height = canvas.height / this.resolution;\n\n        texture.trim.width = texture._frame.width = canvas.width / this.resolution;\n        texture.trim.height = texture._frame.height = canvas.height / this.resolution;\n        texture.trim.x = -padding;\n        texture.trim.y = -padding;\n\n        texture.orig.width = texture._frame.width - padding * 2;\n        texture.orig.height = texture._frame.height - padding * 2;\n\n        // call sprite onTextureUpdate to update scale if _width or _height were set\n        this._onTextureUpdate();\n\n        baseTexture.emit('update', baseTexture);\n\n        this.dirty = false;\n    };\n\n    /**\n     * Renders the object using the WebGL renderer\n     *\n     * @param {PIXI.WebGLRenderer} renderer - The renderer\n     */\n\n\n    Text.prototype.renderWebGL = function renderWebGL(renderer) {\n        if (this.resolution !== renderer.resolution) {\n            this.resolution = renderer.resolution;\n            this.dirty = true;\n        }\n\n        this.updateText(true);\n\n        _Sprite.prototype.renderWebGL.call(this, renderer);\n    };\n\n    /**\n     * Renders the object using the Canvas renderer\n     *\n     * @private\n     * @param {PIXI.CanvasRenderer} renderer - The renderer\n     */\n\n\n    Text.prototype._renderCanvas = function _renderCanvas(renderer) {\n        if (this.resolution !== renderer.resolution) {\n            this.resolution = renderer.resolution;\n            this.dirty = true;\n        }\n\n        this.updateText(true);\n\n        _Sprite.prototype._renderCanvas.call(this, renderer);\n    };\n\n    /**\n     * Gets the local bounds of the text object.\n     *\n     * @param {Rectangle} rect - The output rectangle.\n     * @return {Rectangle} The bounds.\n     */\n\n\n    Text.prototype.getLocalBounds = function getLocalBounds(rect) {\n        this.updateText(true);\n\n        return _Sprite.prototype.getLocalBounds.call(this, rect);\n    };\n\n    /**\n     * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.\n     */\n\n\n    Text.prototype._calculateBounds = function _calculateBounds() {\n        this.updateText(true);\n        this.calculateVertices();\n        // if we have already done this on THIS frame.\n        this._bounds.addQuad(this.vertexData);\n    };\n\n    /**\n     * Method to be called upon a TextStyle change.\n     * @private\n     */\n\n\n    Text.prototype._onStyleChange = function _onStyleChange() {\n        this.dirty = true;\n    };\n\n    /**\n     * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n     *\n     * @private\n     * @param {object} style - The style.\n     * @param {string[]} lines - The lines of text.\n     * @return {string|number|CanvasGradient} The fill style\n     */\n\n\n    Text.prototype._generateFillStyle = function _generateFillStyle(style, lines) {\n        if (!Array.isArray(style.fill)) {\n            return style.fill;\n        }\n\n        // cocoon on canvas+ cannot generate textures, so use the first colour instead\n        if (navigator.isCocoonJS) {\n            return style.fill[0];\n        }\n\n        // the gradient will be evenly spaced out according to how large the array is.\n        // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n        var gradient = void 0;\n        var totalIterations = void 0;\n        var currentIteration = void 0;\n        var stop = void 0;\n\n        var width = this.canvas.width / this.resolution;\n        var height = this.canvas.height / this.resolution;\n\n        // make a copy of the style settings, so we can manipulate them later\n        var fill = style.fill.slice();\n        var fillGradientStops = style.fillGradientStops.slice();\n\n        // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n        if (!fillGradientStops.length) {\n            var lengthPlus1 = fill.length + 1;\n\n            for (var i = 1; i < lengthPlus1; ++i) {\n                fillGradientStops.push(i / lengthPlus1);\n            }\n        }\n\n        // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n        // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n        fill.unshift(style.fill[0]);\n        fillGradientStops.unshift(0);\n\n        fill.push(style.fill[style.fill.length - 1]);\n        fillGradientStops.push(1);\n\n        if (style.fillGradientType === _const.TEXT_GRADIENT.LINEAR_VERTICAL) {\n            // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n            gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height);\n\n            // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n            // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n            totalIterations = (fill.length + 1) * lines.length;\n            currentIteration = 0;\n            for (var _i2 = 0; _i2 < lines.length; _i2++) {\n                currentIteration += 1;\n                for (var j = 0; j < fill.length; j++) {\n                    if (typeof fillGradientStops[j] === 'number') {\n                        stop = fillGradientStops[j] / lines.length + _i2 / lines.length;\n                    } else {\n                        stop = currentIteration / totalIterations;\n                    }\n                    gradient.addColorStop(stop, fill[j]);\n                    currentIteration++;\n                }\n            }\n        } else {\n            // start the gradient at the center left of the canvas, and end at the center right of the canvas\n            gradient = this.context.createLinearGradient(0, height / 2, width, height / 2);\n\n            // can just evenly space out the gradients in this case, as multiple lines makes no difference\n            // to an even left to right gradient\n            totalIterations = fill.length + 1;\n            currentIteration = 1;\n\n            for (var _i3 = 0; _i3 < fill.length; _i3++) {\n                if (typeof fillGradientStops[_i3] === 'number') {\n                    stop = fillGradientStops[_i3];\n                } else {\n                    stop = currentIteration / totalIterations;\n                }\n                gradient.addColorStop(stop, fill[_i3]);\n                currentIteration++;\n            }\n        }\n\n        return gradient;\n    };\n\n    /**\n     * Destroys this text object.\n     * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n     * the majority of the time the texture will not be shared with any other Sprites.\n     *\n     * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n     *  have been set to that value\n     * @param {boolean} [options.children=false] - if set to true, all the children will have their\n     *  destroy method called as well. 'options' will be passed on to those calls.\n     * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n     * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n     */\n\n\n    Text.prototype.destroy = function destroy(options) {\n        if (typeof options === 'boolean') {\n            options = { children: options };\n        }\n\n        options = Object.assign({}, defaultDestroyOptions, options);\n\n        _Sprite.prototype.destroy.call(this, options);\n\n        // make sure to reset the the context and canvas.. dont want this hanging around in memory!\n        this.context = null;\n        this.canvas = null;\n\n        this._style = null;\n    };\n\n    /**\n     * The width of the Text, setting this will actually modify the scale to achieve the value set\n     *\n     * @member {number}\n     */\n\n\n    _createClass(Text, [{\n        key: 'width',\n        get: function get() {\n            this.updateText(true);\n\n            return Math.abs(this.scale.x) * this._texture.orig.width;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.updateText(true);\n\n            var s = (0, _utils.sign)(this.scale.x) || 1;\n\n            this.scale.x = s * value / this._texture.orig.width;\n            this._width = value;\n        }\n\n        /**\n         * The height of the Text, setting this will actually modify the scale to achieve the value set\n         *\n         * @member {number}\n         */\n\n    }, {\n        key: 'height',\n        get: function get() {\n            this.updateText(true);\n\n            return Math.abs(this.scale.y) * this._texture.orig.height;\n        },\n        set: function set(value) // eslint-disable-line require-jsdoc\n        {\n            this.updateText(true);\n\n            var s = (0, _utils.sign)(this.scale.y) || 1;\n\n            this.scale.y = s * value / this._texture.orig.height;\n            this._height = value;\n        }\n\n        /**\n         * Set the style of the text. Set up an event listener to listen for changes on the style\n         * object and mark the text as dirty.\n         *\n         * @member {object|PIXI.TextStyle}\n         */\n\n    }, {\n        key: 'style',\n        get: function get() {\n            return this._style;\n        },\n        set: function set(style) // eslint-disable-line require-jsdoc\n        {\n            style = style || {};\n\n            if (style instanceof _TextStyle2.default) {\n                this._style = style;\n            } else {\n                this._style = new _TextStyle2.default(style);\n            }\n\n            this.localStyleID = -1;\n            this.dirty = true;\n        }\n\n        /**\n         * Set the copy for the text object. To split a line you can use '\\n'.\n         *\n         * @member {string}\n         */\n\n    }, {\n        key: 'text',\n        get: function get() {\n            return this._text;\n        },\n        set: function set(text) // eslint-disable-line require-jsdoc\n        {\n            text = String(text === '' || text === null || text === undefined ? ' ' : text);\n\n            if (this._text === text) {\n                return;\n            }\n            this._text = text;\n            this.dirty = true;\n        }\n    }]);\n\n    return Text;\n}(_Sprite3.default);\n\nexports.default = Text;\n//# sourceMappingURL=Text.js.map\n\n//# sourceURL=webpack:///./node_modules/pixi.js/lib/core/text/Text.js?");

/***/ }),

/***/ "./node_modules/pixi.js/lib/core/text/TextMetrics.js":
/*!***********************************************************!*\
  !*** ./node_modules/pixi.js/lib/core/text/TextMetrics.js ***!
  \***********************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {

"use strict";
eval("\n\nexports.__esModule = true;\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n *\n * @class\n * @memberOf PIXI\n */\nvar TextMetrics = function () {\n    /**\n     * @param {string} text - the text that was measured\n     * @param {PIXI.TextStyle} style - the style that was measured\n     * @param {number} width - the measured width of the text\n     * @param {number} height - the measured height of the text\n     * @param {array} lines - an array of the lines of text broken by new lines and wrapping if specified in style\n     * @param {array} lineWidths - an array of the line widths for each line matched to `lines`\n     * @param {number} lineHeight - the measured line height for this style\n     * @param {number} maxLineWidth - the maximum line width for all measured lines\n     * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont\n     */\n    function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n        _classCallCheck(this, TextMetrics);\n\n        this.text = text;\n        this.style = style;\n        this.width = width;\n        this.height = height;\n        this.lines = lines;\n        this.lineWidths = lineWidths;\n        this.lineHeight = lineHeight;\n        this.maxLineWidth = maxLineWidth;\n        this.fontProperties = fontProperties;\n    }\n\n    /**\n     * Measures the supplied string of text and returns a Rectangle.\n     *\n     * @param {string} text - the text to measure.\n     * @param {PIXI.TextStyle} style - the text style to use for measuring\n     * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text.\n     * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n     * @return {PIXI.TextMetrics} measured width and height of the text.\n     */\n\n\n    TextMetrics.measureText = function measureText(text, style, wordWrap) {\n        var canvas = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : TextMetrics._canvas;\n\n        wordWrap = wordWrap || style.wordWrap;\n        var font = style.toFontString();\n        var fontProperties = TextMetrics.measureFont(font);\n        var context = canvas.getContext('2d');\n\n        context.font = font;\n\n        var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n        var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n        var lineWidths = new Array(lines.length);\n        var maxLineWidth = 0;\n\n        for (var i = 0; i < lines.length; i++) {\n            var lineWidth = context.measureText(lines[i]).width + (lines[i].length - 1) * style.letterSpacing;\n\n            lineWidths[i] = lineWidth;\n            maxLineWidth = Math.max(maxLineWidth, lineWidth);\n        }\n        var width = maxLineWidth + style.strokeThickness;\n\n        if (style.dropShadow) {\n            width += style.dropShadowDistance;\n        }\n\n        var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n        var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + (lines.length - 1) * (lineHeight + style.leading);\n\n        if (style.dropShadow) {\n            height += style.dropShadowDistance;\n        }\n\n        return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n    };\n\n    /**\n     * Applies newlines to a string to have it optimally fit into the horizontal\n     * bounds set by the Text object's wordWrapWidth property.\n     *\n     * @private\n     * @param {string} text - String to apply word wrapping to\n     * @param {PIXI.TextStyle} style - the style to use when wrapping\n     * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n     * @return {string} New string with new lines applied where required\n     */\n\n\n    TextMetrics.wordWrap = function wordWrap(text, style) {\n        var canvas = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : TextMetrics._canvas;\n\n        var context = canvas.getContext('2d');\n\n        var width = 0;\n        var line = '';\n        var lines = '';\n\n        var cache = {};\n        var letterSpacing = style.letterSpacing,\n            whiteSpace = style.whiteSpace;\n\n        // How to handle whitespaces\n\n        var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n        var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n\n        // whether or not spaces may be added to the beginning of lines\n        var canPrependSpaces = !collapseSpaces;\n\n        // There is letterSpacing after every char except the last one\n        // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n        // so for convenience the above needs to be compared to width + 1 extra letterSpace\n        // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n        // ________________________________________________\n        // And then the final space is simply no appended to each line\n        var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n\n        // break text into words, spaces and newline chars\n        var tokens = TextMetrics.tokenize(text);\n\n        for (var i = 0; i < tokens.length; i++) {\n            // get the word, space or newlineChar\n            var token = tokens[i];\n\n            // if word is a new line\n            if (TextMetrics.isNewline(token)) {\n                // keep the new line\n                if (!collapseNewlines) {\n                    lines += TextMetrics.addLine(line);\n                    canPrependSpaces = !collapseSpaces;\n                    line = '';\n                    width = 0;\n                    continue;\n                }\n\n                // if we should collapse new lines\n                // we simply convert it into a space\n                token = ' ';\n            }\n\n            // if we should collapse repeated whitespaces\n            if (collapseSpaces) {\n                // check both this and the last tokens for spaces\n                var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n                var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n\n                if (currIsBreakingSpace && lastIsBreakingSpace) {\n                    continue;\n                }\n            }\n\n            // get word width from cache if possible\n            var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n\n            // word is longer than desired bounds\n            if (tokenWidth > wordWrapWidth) {\n                // if we are not already at the beginning of a line\n                if (line !== '') {\n                    // start newlines for overflow words\n                    lines += TextMetrics.addLine(line);\n                    line = '';\n                    width = 0;\n                }\n\n                // break large word over multiple lines\n                if (TextMetrics.canBreakWords(token, style.breakWords)) {\n                    // break word into characters\n                    var characters = token.split('');\n\n                    // loop the characters\n                    for (var j = 0; j < characters.length; j++) {\n                        var char = characters[j];\n\n                        var k = 1;\n                        // we are not at the end of the token\n\n                        while (characters[j + k]) {\n                            var nextChar = characters[j + k];\n                            var lastChar = char[char.length - 1];\n\n                            // should not split chars\n                            if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n                                // combine chars & move forward one\n                                char += nextChar;\n                            } else {\n                                break;\n                            }\n\n                            k++;\n                        }\n\n                        j += char.length - 1;\n\n                        var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n\n                        if (characterWidth + width > wordWrapWidth) {\n                            lines += TextMetrics.addLine(line);\n                            canPrependSpaces = false;\n                            line = '';\n                            width = 0;\n                        }\n\n                        line += char;\n                        width += characterWidth;